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	<title>JacksonDunstan.com &#187; performance</title>
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	<link>http://jacksondunstan.com</link>
	<description>Mastering AS3</description>
	<lastBuildDate>Mon, 06 Feb 2012 10:00:47 +0000</lastBuildDate>
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		<title>Repeatable Random Performance</title>
		<link>http://jacksondunstan.com/articles/1719</link>
		<comments>http://jacksondunstan.com/articles/1719#comments</comments>
		<pubDate>Mon, 06 Feb 2012 10:00:47 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[mersenne twister]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[random]]></category>
		<category><![CDATA[repeatable]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1719</guid>
		<description><![CDATA[A couple of years ago I posted a class that generats pseudo-random numbers in a repeatable way. This is useful for a variety of tasks, but a recent comment reminded me that I hadn&#8217;t tested its performance. Today I&#8217;ll pit my repeatable random function against the standard Math.random function as well as Skyboy&#8217;s repeatable random [...]]]></description>
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		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Why Static Is Slow</title>
		<link>http://jacksondunstan.com/articles/1713</link>
		<comments>http://jacksondunstan.com/articles/1713#comments</comments>
		<pubDate>Mon, 30 Jan 2012 10:00:28 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[bytecode]]></category>
		<category><![CDATA[compiler]]></category>
		<category><![CDATA[non-static]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[static]]></category>
		<category><![CDATA[variable]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1713</guid>
		<description><![CDATA[Using static variables and functions is slow. That was the conclusion of the previous article on statics, but the subject is actually more nuanced than that. Today we&#8217;ll explore static more in-depth and find out just why it is so slow. Based on some keen comments (particularly by skyboy), I&#8217;ve put together the following test: [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1713/feed</wfw:commentRss>
		<slash:comments>18</slash:comments>
		</item>
		<item>
		<title>Simple 2D With Stage3D</title>
		<link>http://jacksondunstan.com/articles/1706</link>
		<comments>http://jacksondunstan.com/articles/1706#comments</comments>
		<pubDate>Mon, 23 Jan 2012 10:00:54 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[2d]]></category>
		<category><![CDATA[agal]]></category>
		<category><![CDATA[hardware]]></category>
		<category><![CDATA[index buffer]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[sprite]]></category>
		<category><![CDATA[stage3d]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[vertex buffer]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1706</guid>
		<description><![CDATA[Along with Flash Player 11&#8242;s new Stage3D class have come hardware-accelerated 2D rendering engines. Impressive results have already been demonstrated by advanced engines like Starling and ND2D. Today&#8217;s article shows a simple Stage3D-based sprite class to help learn more about how these engines are implemented and provides a simplified alternative to the more complex 2D [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1706/feed</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Serialize Anything: Part 2</title>
		<link>http://jacksondunstan.com/articles/1696</link>
		<comments>http://jacksondunstan.com/articles/1696#comments</comments>
		<pubDate>Mon, 16 Jan 2012 10:00:44 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[bytearray]]></category>
		<category><![CDATA[compress]]></category>
		<category><![CDATA[compression]]></category>
		<category><![CDATA[JSON]]></category>
		<category><![CDATA[object]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[readObject]]></category>
		<category><![CDATA[serialize]]></category>
		<category><![CDATA[size]]></category>
		<category><![CDATA[writeObject]]></category>
		<category><![CDATA[XML]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1696</guid>
		<description><![CDATA[One of the new features in Flash Player 11 is a native JSON encoder/decoder class. In the Serialize Anything article, I neglected to add JSON as an option for serializing and deserializing arbitrary objects. In today&#8217;s followup we&#8217;ll take a look at the performance of the native JSON class and compare it to ByteArray.readObject/writeObject and [...]]]></description>
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		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Static vs. Non-Static</title>
		<link>http://jacksondunstan.com/articles/1690</link>
		<comments>http://jacksondunstan.com/articles/1690#comments</comments>
		<pubDate>Wed, 11 Jan 2012 10:00:20 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[field]]></category>
		<category><![CDATA[non-static]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[property]]></category>
		<category><![CDATA[read]]></category>
		<category><![CDATA[static]]></category>
		<category><![CDATA[write]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1690</guid>
		<description><![CDATA[Tip #8 in my Top 10 Performance Tips For 2012 was to reduce static accesses of variables, functions, etc. in favor of non-static variables and, especially, local variables. I neglected to reference one of my articles and it was pointed out to me that I hadn&#8217;t actually written such an article! So today I&#8217;ll elaborate [...]]]></description>
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		<slash:comments>17</slash:comments>
		</item>
		<item>
		<title>Top 10 Performance Tips for 2012</title>
		<link>http://jacksondunstan.com/articles/1675</link>
		<comments>http://jacksondunstan.com/articles/1675#comments</comments>
		<pubDate>Mon, 02 Jan 2012 10:00:46 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[GC]]></category>
		<category><![CDATA[native]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[stage3d]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1675</guid>
		<description><![CDATA[It&#8217;s a new year and it&#8217;s time to make some New Years resolutions for Flash performance. Today&#8217;s article is a collection of what i consider 10 top tips for improving the performance of your Flash apps. Read on for the list! Use native code instead of AS3 Generally, it&#8217;s better to let Flash Player&#8217;s native [...]]]></description>
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		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>Introduction to AGAL: Part 1</title>
		<link>http://jacksondunstan.com/articles/1661</link>
		<comments>http://jacksondunstan.com/articles/1661#comments</comments>
		<pubDate>Mon, 12 Dec 2011 10:00:06 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[agal]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[stage3d]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1661</guid>
		<description><![CDATA[Flash 11&#8242;s new Stage3D class introduces a whole new kind of bytecode to Flash: AGAL. Today I&#8217;m beginning a series of articles to talk about what AGAL is in the first place, how you can generate its bytecode and, more generally, how these wacky shaders work. Read on for the first article in the series [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1661/feed</wfw:commentRss>
		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>AS3 vs. AS3</title>
		<link>http://jacksondunstan.com/articles/1648</link>
		<comments>http://jacksondunstan.com/articles/1648#comments</comments>
		<pubDate>Mon, 28 Nov 2011 10:00:59 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[browser]]></category>
		<category><![CDATA[mac]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[projector]]></category>
		<category><![CDATA[standalone]]></category>
		<category><![CDATA[windows]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1648</guid>
		<description><![CDATA[One frequent request I get on my AS3 vs. JavaScript series is to test AS3 in more environments. Today I&#8217;m doing just that and testing its performance in browsers (plugin and ActiveX control) and standalone/projector mode across Mac OS and Windows operating systems. Does it make any difference? Read on to find out! For this [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1648/feed</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>AS3 vs. JavaScript Performance Followup (November 2011)</title>
		<link>http://jacksondunstan.com/articles/1636</link>
		<comments>http://jacksondunstan.com/articles/1636#comments</comments>
		<pubDate>Mon, 14 Nov 2011 10:00:17 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[JavaScript]]></category>
		<category><![CDATA[browser]]></category>
		<category><![CDATA[performance]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1636</guid>
		<description><![CDATA[It&#8217;s been about 8 months since my last test of AS3 versus JavaScript and there have been several major releases of both browsers and the Flash Player. Today, we pit every major browser against each other and Flash Player itself to get an updated picture of which provides the fastest scripting environment on the web. [...]]]></description>
		<wfw:commentRss>http://jacksondunstan.com/articles/1636/feed</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Stage3D AGAL Instruction Speed</title>
		<link>http://jacksondunstan.com/articles/1628</link>
		<comments>http://jacksondunstan.com/articles/1628#comments</comments>
		<pubDate>Mon, 07 Nov 2011 10:00:26 +0000</pubDate>
		<dc:creator>jackson</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[agal]]></category>
		<category><![CDATA[fillrate]]></category>
		<category><![CDATA[fragment]]></category>
		<category><![CDATA[instruction]]></category>
		<category><![CDATA[off-screen]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[stag3d]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[vertex]]></category>

		<guid isPermaLink="false">http://jacksondunstan.com/?p=1628</guid>
		<description><![CDATA[Flash Player 11&#8242;s new Stage3D hardware-accelerated graphics API not only allows you to write shaders (custom code to position vertices and color pixels), it downright requires you to do so. To get the lowest level access (and therefore most power) out of your shaders, you write them in an assembly language called AGAL. Read on [...]]]></description>
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		<slash:comments>8</slash:comments>
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