Today’s article is quick and to the point: when you need to take the base 10 logarithm of an integer you can speed this up by about 8x. Read on for the technique and save some CPU cycles!
Posts Tagged function
Above all others, there is one article I refer back to most: 2009’s Function Performance. It was updated for Flash Player 10.1 and 10.2, but not 10.3, 11.0, 11.1, or 11.2. Today I’m updating this article for Flash Player 11.2, adding some missing function types, and including a set of graphs to make for the ultimate function performance reference.
final keywords only apply at compile time. Despite having written about const and final before, readers frequently ask me about these two keywords. Today’s article will answer the question and definitively show that these keywords only apply at compile time: not runtime. UPDATE:
const is still just a variable as far as performance goes, but its protections do extend to runtime.
During some recent memory profiling I was reacquainted with just how many ways there are to unknowingly allocate an object in AS3. The problem is seldom the allocation itself, but rather the later garbage collection (GC) to delete those objects. Ever used a Flash profiler only to see a huge chunk of your CPU time going to
[sweep]? Yeah, that’s the GC at work. Today’s article talks about some of the ways you end up allocating objects in AS3 without using the
new keyword. These subtle errors can end up costing you!
Today’s article is about a hack. It’s a hack dedicated to improving the performance of helper functions, nested or not. you may not like the way the code looks, but you’ll love the speed!
I was reminded about the flash.sampler API by Grant Skinner’s recent post about it. While only available in the debug player, it can still tell us some valuable information about what goes on in the release player. Today I’m using the getSize function to find out how much memory overhead various classes impose, even when they are empty.