There are four
Vector classes in AS3. It seems like there is only one—
Vector—and that it supports generics, but that is only an illusion. Today’s article will do some tests to reveal the implications to your app’s correctness and efficiency.
Posts Tagged uint
AS3 has two integer types:
uint. In my experience, most AS3 programmers just use
int everywhere and ignore
uint. This is usually acceptable as the need for unsigned integers is rare compared to their signed counterparts. However, there are significant performance differences between the two. Read on for the impact of
uint on your loops. The original version of this article’s performance test contained a small-but-critical error that led to a lot of incorrect analysis and results. This version of the article has been corrected.
Five months ago I said I’d talked about explicit type conversion. I hadn’t, really. What I talked about before was type casts. A cast changes the type, not the data. Today, I’m actually going to talk about type conversion and show you the costs of converting between all of your favorite types:
String, and even
It struck me recently that there are a lot of ways to convert variables of many types to a the String type. The ease of doing this is one of AS3’s strengths over languages where it’s error-prone, possibly insecure, and just plain difficult. The C language is the most obvious example of this and, since then, seemingly every language has enshrined string conversion in ways ranging from global String() functions (AS3) that take any variable to adding toString() to the base Object type (Java, AS3, others). AS3 seems to have chosen “all of the above” and there are now many ways to convert to a string. Below I’ll look at them from a performance standpoint and see if the everyday, run-of-the-mill boring string conversion can be improved by choosing one option over another.
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.