Some computationally intensive software are now using the GPU to solve mathematical problems. Now that flash has GPU support, is it possible to use flash to crunch math problems? How would it be done. In other words, does flash expose sufficient low level API to control the behavior of the GPU sufficiently to perform such a task? Example of problems; Find a message with the following hash: 2987432847298374298374982374
What i done there i draw a box and made it to movieclip and instance named it hook and created a invisible dot and called it dot. Then I calculated distance from box to the mouse then i took that number and put it in Math.cos command. And finally i made tweener to change box scale depending what my mouse distance from it.So if my mouse is close the box is big , if far - box is small. Ok, I want to know is there another way to do this ? Cuz , i cant think of other way to change arithmetic positive progression(like 3,6,9,12) to negative progression(like 12,9,6,3) than Math.cos command.
var p:int = 0; var n:Number = 0; n = 32.999999999999999; p = Math.floor(n); trace(p); // returns 33 n = 32.11111111111111; p = Math.floor(n); trace(p); // returns 32
I would expect both of these to return 32. I have searched, and it seems this is an unreported bug in AS3. Or ... am I doing something wrong?
I'm making a simple calculator, where user can enter values into textboxes and then hit the calc button. E.g. this.sales_txt.text = "8.50" this.buying_txt.text = "3" var marginPerLitre:Number = parseFloat(this.sales_txt.text) - parseFloat(this.buying_txt.text) trace(marginPerLitre) // = 5.5 <-- I need the output to equal 5.50
var oth:Number = uup[0]+dup[0]I'm trying to find the sum of two array values and I'm just getting a concatenated string of the two numbers. What am I doing wrong?
Does anyone know if it's possible to add objects as a whole together using operators rather than breaking them apart or using object.method() format? Below is a simple example of what I would like.
Want to do:
Code: var obj1 = new MyClass(1,2); var obj2 = new MyClass(3,4); obj1 += obj2;
I have a code in which I have to use Math.round if a certain value is for example 3.67 (67 is higher than 50) and Math.ceil if a value is for example 3.23 (23 is lower than 50). What can I do to make flash calculate if what after the dot �.� in 3.23 (for example) is higher than 50?
I have been placing 'numbers' into an array via an input text field. Then on completion, I want them to be added up and the results displayed. However, what seems to be happening, is that the numbers going into the array are being read as Strings .. no good.
Code: var num_ary:Array = new Array(5,9); num_ary.push(input_txt.text);
There is more to this script, but I cut it down to this in order to focus on the error, which results in a joining aa and aaa. i.e. aa=36 aaa=4 results in a=364, where what I want would be a=40
Problem is that my rewind and fast forward buttons do not work properly in the sense that they start to mess up when you fast forward or rewind past the current scene. It seems to just skip through the whole movie and totally mess up the animation.the code for the controls is on a single layer and reads as the following:
or some variation thereof. I understand that the function first finds the maximum value of two values then turns around and uses that to find the minimum between two values.why this is done? And how do you know when to use it?
So here is a piece of code that I have seen used a lot but don't really quite understand:[code]or some variation thereof. I understand that the function first finds the maximum value of two values then turns around and uses that to find the minimum between two values.And how do you know when to use it?
some animation on flash, Inside that flash movieClip has number of small animation running.When i change the movieclip view to 3D view, it gets slow[URL]
Is it possible to use Actionscript to speed up (or slow down) a video playing? Say, having it play at twice the normal speed? If possible, can you also make it that the sound does not get all squeaky? Some Videoplayers can do that, I was wondering if it is possible to do in Flash.
On the home page of my website I have a Flash banner near the top, with a slideshow of my work. The problem is that the Flash file is 300k and takes a while to load on slower Internet connections, and I was wondering if anyone had any tips for me to optimise it. [URL].
The sfw goes like lightening in explorar (yes) and in firefox and like a tortoise in chrome. Do I need to download a plugin for chrome or is there a problem with flash and chrome. It's important as I am about to release an important program in schools.
I am using the following code as part of a set of scrollable bars to change each bar in relation to another when one is dragged. It works until the user swipes the bar as fast as possible then the numbers go wrong.[code]...
I have a slider with arrows on the end to operate/advance it. If you hover over an arrow the slider slides. When you roll off/hover off the arrow the slider stops. The problem is that if you hover off to quickly it still thinks the cursor is over the arrow and it continues to slide. Is there any way to address this?
I would like to know how fast, flash player processes the Mouse movement? Does it process mouse movement at the same speed as the fps(frames/second) of the flash player . For example for a function added as a listener to Mouse movement say, stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveListener); Does flash invoke this function 'mouseMoveListener' every time the mouse is moved? Is it done at the same speed at which the Operating system handles mouse move ? Or is it lesser? If so, then by what amount?
I think I broke my Flash. I'm using Flash CS5.5, and when I use AS3, any references to the Math class give me errors like this:1061: Call to a possibly undefined method sqrt through a reference with static type Class.1061: Call to a possibly undefined method pow through a reference with static type Class.1061: Call to a possibly undefined method pow through a reference with static type Class.The code in error is this:var dist:Number = Math.sqrt(Math.pow(initPos.x - pos.x, 2) + Math.pow(initPos.y - pos.y, 2));What the heck is going on here? Math is a top-level class, so I don't think I should be getting an error like this. Is it possible to somehow "break" the Math class? If so, how do I fix it?
how to code where it should move towards (that's easy), and I know somewhat how to use math stuff on flash. But when I tried to implement it on this, it doesn't work. See code:
So I have real time video stream. With 1 (one) person on It . It Is Black and White, I need to be able to capture this persons eyes and mouth (direction (at least X,Y), state (at least opened or closed) )
So Is there any fast library(s) for finding human eyes and mouth in Flash in such case? (pure Actionscript or HaxeJavaC++C port in SWC form.. What do I know Is - some libs are described in this presentation [URL].. Grate example for eyes is here http://play.blog2t.net/files/black-or-white/
working on making a flash program that loads about 1000 jpegs and then plays them like a movie. Have all the buttons and stuff working but the time it takes for an image to load is so high that the movie can't be played at 30 fps. I've tried multiple ways of fixing this using 1 scrollpane and changing its source ever 30 ms. This one is the worst but simplest. Flickers cause strobing and it is unwatchable.
used 2 scrollpanes that were duplicates of each other until I had to load. I would then make that one invisible, load it , then make it visible. Then load the background one. Works but same problem as the first at high speeds, just less severe. used 1 scrollpane per image . This works great, except that it fails miserably on any more than 100 of them due to the number of objects.Currently using action script 3, but will change if its not possible in that.
Also, I want to be able to zoom in and then scroll around the window hence the scrollpanes, but if that's not possible its a sacrifice I'm willing to make
I need to resize images in actionscript maintaining the quality aka bicubic or bilinear resizing. At the moment my algorithm just loops through every single pixel and calculates the new pixel. example:
[Code].....
This is really slow and shamefully there is no multi-threading in the flash player, so I was wondering what tricks I can use to speed things up?
I'm using swfobject to load a flash object on my site and it's loading very slowly on pages with a lot of data...as if swfobject waits until the page loads before loading the swf. Here's an example page with swfobject: [URL] If I change out the swfobject code with an iframe (with the swf as the src) or just use object embed, the flash object loads much, much faster...before the rest of the page loads.
I know there are a ton of page load time improvements I could make to that page (I'm working on that as well), but I'm wondering if there are some specific changes I could make to the way I'm using swfobject to get the same loading speed as an iframe or object embed?
I want to implement a gameplay recording feature in a project, which would only record player input and seed of the RNG at the beginning of the level. Then I could take such record and play it on my computer in order to test it for validity.I'm only concerned with some numerical differences which might appear between different Flash Player version, Operating Systems or CPUs (or whatever else that might be affected). The project would be written for Flash Player 10.0.0+. What stuff I am concerned with:
[code]...
I won't be using stuff like hitTest, getObjectsUnderPoint, hitTestPoint, getBounds and so on, all collisions will be geometrical.So, are there any chances that using any of the pointed things above will yield different results on different systems? If so, what can I do to avoid them?