User manual ADOBE FLASH PLATFORM OPTIMIZING CONTENT
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ADOBE FLASH EXTENDING REFERENCE (7911 ko)
Manual abstract: user guide ADOBE FLASHPLATFORM OPTIMIZING CONTENT
Detailed instructions for use are in the User's Guide.
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const MAX_NUM:int = 18; const COLOR:uint = 0xCCCCCC; // Create the rectangle outside the loop var area:Rectangle = new Rectangle(0, 0, 1, 10); for (var:int = 0; i < MAX_NUM; i++) { area. Sprite; public final class { private static private static private static private static private static SpritePool var var var var var MAX_VALUE:uint; GROWTH_VALUE:uint; counter:uint; pool:Vector. <Sprite>; currentSprite:Sprite;
public static function initialize( maxPoolSize:uint, growthValue:uint ):void { MAX_VALUE = maxPoolSize; GROWTH_VALUE = growthValue; counter = maxPoolSize; var i:uint = maxPoolSize; pool = new Vector. [. . . ] TIMER, updateControls ); function updateControls( e:TimerEvent ):void { // Update controls here // Force the controls to be updated on screen e. Start(); var offCycle:Boolean = true; function timerHandler(event:TimerEvent):void { // Do things that happen every 100 ms if (!OffCycle) { // Do things that happen every 200 ms } offCycle = !Le code suivant illustre un test de performances concernant la classe Array :
var coordinates:Array = new Array(); var started:Number = getTimer(); for (var i:int = 0; i< 300000; i++) { coordinates[i] = Math. StageHeight; var currentApple:InteractiveObject; var currentAppleClicked:InteractiveObject; for ( var i:int = 0; i< MAX_NUM; i++ ) { currentApple = new Apple(); currentApple. StageHeight; var currentApple:InteractiveObject; var currentAppleClicked:InteractiveObject; var container:Sprite = new Sprite(); addChild ( container ); // Listen to the MouseEvent. CLICK on the apple's parent // Passing true as third parameter catches the event during its capture phase container. CLICK, onAppleClick, true ); for ( var i:int = 0; i< MAX_NUM; i++ ) { currentApple = new Apple(); currentApple. CLICK on apple's parent // Passing false as third parameter catches the event during its bubbling phase container. <uint>(total, true); for ( var i:int = 0; i< total; i++ ) { // Store the color of each pixel pixels[i] = Math. Random()*0xFFFFFF; } // Create a non-transparent BitmapData object var myImage:BitmapData = new BitmapData ( wdth, hght, false ); var imageContainer:Bitmap = new Bitmap ( myImage ); // Paint the pixels myImage. 0
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var var var var
buffer:BitmapData = new BitmapData(200, 200, true, 0xFFFFFFFF); bitmapContainer:Bitmap = new Bitmap(buffer); positionX:int; positionY:int;
// Lock update buffer. <Sprite>(lng, true); var i:int; for ( i = 0; i< lng; i++ ) { arraySprite[i] = new Sprite(); } var started:Number = getTimer(); for ( i = 0; i< lng; i++ ) { arraySprite[i]. <Sprite>(lng, true); var i:int; for ( i = 0; i< lng; i++ ) { arraySprite[i] = new Sprite(); } var started:Number = getTimer(); var currentSprite:Sprite; for ( i = 0; i< lng; i++ ) { currentSprite = arraySprite[i]; currentSprite. Event; public class Apple extends Sprite { private var destinationX:Number; private var destinationY:Number; public function Apple () { addEventListener(Event. KEY_DOWN, cacheApples); const MAX_NUM:int = 100; var apple:Apple; var holder:Sprite = new Sprite(); addChild(holder); function createApples(e:MouseEvent):void { for (var i:int = 0; i< MAX_NUM; i++) { apple = new Apple(); holder. <Apple>(MAX_NUM, true); for (var i:int = 0; i< MAX_NUM; i++) { apple = new Apple(); holder. Event; public class BitmapApple extends Bitmap { private var destinationX:Number; private var destinationY:Number; public function BitmapApple(buffer:BitmapData) { super(buffer); addEventListener(Event. [. . . ] GetDefinition(classDefinition) ); // Instantiate it var instanceLogo:BitmapData = new importLogo(0, 0); // Add it to the display list addChild ( new Bitmap ( instanceLogo ) ); } else trace ("The class definition " + classDefinition + " is not available. Height ) >> 1; } function onIOError ( e:IOErrorEvent ):void { // Show a message explaining the situation and try to reload the asset. Php"); // Asynchronous handlers for incoming data and errors function success ( incomingData:* ):void { trace( incomingData ); } function error ( error:* ):void { trace( "Error occured" ); } // Create an object that handles the mapping to success and error handlers var serverResult:Responder = new Responder (success, error); // Call the remote method connection. A l’instar de la méthode execute(), la méthode next() gère le paramètre prefetch, qui permet de spécifier le nombre maximal de lignes à renvoyer :
// This method is called when the execute() or next() method completes function resultHandler(event:SQLEvent):void { var result:SQLResult = dbStatement. [. . . ]
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