Posts Tagged float

Domain Memory Opcode Performance: Reading and Writing

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In last week’s primer on the new domain memory (“Alchemy”) opcodes the initial test showed that they couldn’t match the performance of good old Vector when writing out a lot of float/Number values. Today’s article expands on that test to check the performance of writing integers and the performance of reading integers and float/Number values. Can the domain memory opcodes redeem themselves? Read on to find out.

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An ASC 2.0 Domain Memory Opcodes Primer

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Since January, Adobe has dropped the “premium features” requirement for Flash apps that use the “domain memory opcodes” (a.k.a. “Alchemy opcodes”) that provide low-level performance-boosting operations that let you deal more-or-less directly with blocks of memory. Then in February we got Flash Player 11.6 along with built-in ASC 2.0 support for this feature. Today’s article shows you how to use these opcodes and takes a first stab at improving performance with them. Are they really all they’re cracked up to be?

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Vector vs. ByteArray

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Which is the fastest way to store data: Vector or ByteArray? Given that you can upload both types to Stage3D in Flash Player 11, this question has never been more relevant. So which should you use to maximize your app’s speed? Read on for the performance testing.

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Inline Math.ceil() Part II

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I’ve been looking at a lot of AVM2 bytecode recently with the excellent Nemo440 AIR app. Some of the code was using my inline Math.ceil() function and I noticed that the int() cast is implemented like any other function call. Today’s article will show you how to optimize the inline Math.ceil() call even further by avoiding this function call.

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