<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: ActionScript 3 optimization techniques</title>
	<atom:link href="http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/</link>
	<description>Actionscript3, Flash, Java, C#, C++, Algorithms &#38; Imageprocessing</description>
	<lastBuildDate>Mon, 15 Mar 2010 02:19:18 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: AS3 Code Optimisation : FranckyInfo&#39;s WeBlog</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-183442</link>
		<dc:creator>AS3 Code Optimisation : FranckyInfo&#39;s WeBlog</dc:creator>
		<pubDate>Sun, 10 Jan 2010 23:40:42 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-183442</guid>
		<description>[...] ActionScript 3 optimization techniques [...]</description>
		<content:encoded><![CDATA[<p>[...] ActionScript 3 optimization techniques [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Trevor</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-176544</link>
		<dc:creator>Trevor</dc:creator>
		<pubDate>Thu, 01 Oct 2009 17:37:17 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-176544</guid>
		<description>@joa you win at life.  I refer to your optimization postings all the time :)  Thanks!</description>
		<content:encoded><![CDATA[<p>@joa you win at life.  I refer to your optimization postings all the time :)  Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ActionScript 3.0 Benchmark &#124; Flash-Square</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-171495</link>
		<dc:creator>ActionScript 3.0 Benchmark &#124; Flash-Square</dc:creator>
		<pubDate>Sun, 21 Jun 2009 23:13:22 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-171495</guid>
		<description>[...] ActionScript 3 optimization techniques http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/ [...]</description>
		<content:encoded><![CDATA[<p>[...] ActionScript 3 optimization techniques <a href="http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/" rel="nofollow">http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/</a> [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: J_ALLEYNE &#187; FITC &#8216;09 - Think outside the lines</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-169296</link>
		<dc:creator>J_ALLEYNE &#187; FITC &#8216;09 - Think outside the lines</dc:creator>
		<pubDate>Wed, 13 May 2009 19:13:56 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-169296</guid>
		<description>[...] can also be found at Joa Ebert&#8217;s blog in much more [...]</description>
		<content:encoded><![CDATA[<p>[...] can also be found at Joa Ebert&#8217;s blog in much more [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: joa</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-168683</link>
		<dc:creator>joa</dc:creator>
		<pubDate>Tue, 05 May 2009 09:05:41 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-168683</guid>
		<description>You should use conditional compilation for your trace statements.
Have a look at http://wiki.joa-ebert.com/index.php/Conditional_Compilation_With_FDT</description>
		<content:encoded><![CDATA[<p>You should use conditional compilation for your trace statements.<br />
Have a look at <a href="http://wiki.joa-ebert.com/index.php/Conditional_Compilation_With_FDT" rel="nofollow">http://wiki.joa-ebert.com/index.php/Conditional_Compilation_With_FDT</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rohit Sharma</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-168672</link>
		<dc:creator>Rohit Sharma</dc:creator>
		<pubDate>Tue, 05 May 2009 06:34:45 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-168672</guid>
		<description>Thanks for such good stuff. It was an eye opener for me. :)

I have one question also. Can you comment upon the usage of &quot;trace&quot; statements in terms of memory used. Does using too many trace statements inside multi-player games swf can cause any adverse affect?

Thanks,
Rohit</description>
		<content:encoded><![CDATA[<p>Thanks for such good stuff. It was an eye opener for me. :)</p>
<p>I have one question also. Can you comment upon the usage of &#8220;trace&#8221; statements in terms of memory used. Does using too many trace statements inside multi-player games swf can cause any adverse affect?</p>
<p>Thanks,<br />
Rohit</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Várias técnicas de melhores práticas e otimização em ActionScript 3.0 e Flex. &#171; José Carlos Fiel</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-168070</link>
		<dc:creator>Várias técnicas de melhores práticas e otimização em ActionScript 3.0 e Flex. &#171; José Carlos Fiel</dc:creator>
		<pubDate>Sat, 25 Apr 2009 05:28:13 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-168070</guid>
		<description>[...] ActionScript 3 optimization techniques http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/ [...]</description>
		<content:encoded><![CDATA[<p>[...] ActionScript 3 optimization techniques <a href="http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/" rel="nofollow">http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/</a> [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ActionScript Wiki at blog.joa-ebert.com - Blog of Joa Ebert</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-166261</link>
		<dc:creator>ActionScript Wiki at blog.joa-ebert.com - Blog of Joa Ebert</dc:creator>
		<pubDate>Mon, 23 Mar 2009 22:52:48 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-166261</guid>
		<description>[...] started an ActionScript Wiki at http://wiki.joa-ebert.com/ with most of the articles from my old optimizations paper and some new [...]</description>
		<content:encoded><![CDATA[<p>[...] started an ActionScript Wiki at <a href="http://wiki.joa-ebert.com/" rel="nofollow">http://wiki.joa-ebert.com/</a> with most of the articles from my old optimizations paper and some new [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Stephen Calender</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-164982</link>
		<dc:creator>Stephen Calender</dc:creator>
		<pubDate>Sat, 07 Feb 2009 15:52:52 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-164982</guid>
		<description>Great Stuff,

Few people really know how to do high quality benchmarks.  I tested your findings and many more optimizations myself, I hope that you and your readers find it helpful http://www.stephencalenderblog.com/?p=7

Thanks,

Stephen</description>
		<content:encoded><![CDATA[<p>Great Stuff,</p>
<p>Few people really know how to do high quality benchmarks.  I tested your findings and many more optimizations myself, I hope that you and your readers find it helpful <a href="http://www.stephencalenderblog.com/?p=7" rel="nofollow">http://www.stephencalenderblog.com/?p=7</a></p>
<p>Thanks,</p>
<p>Stephen</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Calypso88 &#187; Blog Archive &#187; AS3 Math Optimization – int is the new floor()</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-161813</link>
		<dc:creator>Calypso88 &#187; Blog Archive &#187; AS3 Math Optimization – int is the new floor()</dc:creator>
		<pubDate>Thu, 23 Oct 2008 07:08:52 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-161813</guid>
		<description>[...] reading:Joa Ebert on optimizationSpeed tests over on OS Flash      Posted by Rob Filed in AS3 Speed Benchmarking, Actionscript 3.0, [...]</description>
		<content:encoded><![CDATA[<p>[...] reading:Joa Ebert on optimizationSpeed tests over on OS Flash      Posted by Rob Filed in AS3 Speed Benchmarking, Actionscript 3.0, [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: science&#38;code &#187; Actionscript&#160;optimization</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-156998</link>
		<dc:creator>science&#38;code &#187; Actionscript&#160;optimization</dc:creator>
		<pubDate>Sat, 02 Aug 2008 15:39:11 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-156998</guid>
		<description>[...] Since the introduction of actionscript and the beginning of game development with flash (and, more recently, with Flex oder similar tools) performance was always a big topic in the game developer community. A common source for benchmarks are the oddhammer actionscript performance tests which give a nice overview of actionscript behavior. Sadly, no benchmark is available for AS3.0; but there are enough resources out there dealing with the&#160;topic. [...]</description>
		<content:encoded><![CDATA[<p>[...] Since the introduction of actionscript and the beginning of game development with flash (and, more recently, with Flex oder similar tools) performance was always a big topic in the game developer community. A common source for benchmarks are the oddhammer actionscript performance tests which give a nice overview of actionscript behavior. Sadly, no benchmark is available for AS3.0; but there are enough resources out there dealing with the&nbsp;topic. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Zu</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-153323</link>
		<dc:creator>Zu</dc:creator>
		<pubDate>Thu, 24 Jul 2008 15:14:16 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-153323</guid>
		<description>Thanks for this, Joa - very helpful! :)</description>
		<content:encoded><![CDATA[<p>Thanks for this, Joa &#8211; very helpful! :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rob</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-147730</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Wed, 16 Jul 2008 01:09:31 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-147730</guid>
		<description>Awesome doc, I can&#039;t wait to see those &#039;To Do&#039;s filled in. 

For anyone interested, I squeezed a couple more ms out of the 2D loop by replacing the boolean with an increment/decrement variable and using strict equals. It&#039;s about 30ms faster on a 2000x2000 image.

while(true){
	color = bitmapData.getPixel(x, y);
	x += i;
	if(x === width){
		if(++y === height) break;
		i = -1;
	} else if (x === 0){
		if(++y === height) break;
		i = 1;
	}	
}</description>
		<content:encoded><![CDATA[<p>Awesome doc, I can&#8217;t wait to see those &#8216;To Do&#8217;s filled in. </p>
<p>For anyone interested, I squeezed a couple more ms out of the 2D loop by replacing the boolean with an increment/decrement variable and using strict equals. It&#8217;s about 30ms faster on a 2000&#215;2000 image.</p>
<p>while(true){<br />
	color = bitmapData.getPixel(x, y);<br />
	x += i;<br />
	if(x === width){<br />
		if(++y === height) break;<br />
		i = -1;<br />
	} else if (x === 0){<br />
		if(++y === height) break;<br />
		i = 1;<br />
	}<br />
}</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Manfred Karrer</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-147516</link>
		<dc:creator>Manfred Karrer</dc:creator>
		<pubDate>Tue, 15 Jul 2008 20:01:16 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-147516</guid>
		<description>great paper! 
i just want to point out that try catch is only in the case slower when you fall into the catch block. if your sprite object exists, the time is nearly the same as the check against null. 

but i agree that try catch should not be used for situations where a check against null could also be set. i think in this cases a test against null is clearer then try/catch.

here are my test result:
// s != null so try block is executed; n= 1000000:
// with try catch:  305
// test with null:  292
				
// s == null so catch block is executed; n= 100000:
// with try catch:  1623
// test with null:  10</description>
		<content:encoded><![CDATA[<p>great paper!<br />
i just want to point out that try catch is only in the case slower when you fall into the catch block. if your sprite object exists, the time is nearly the same as the check against null. </p>
<p>but i agree that try catch should not be used for situations where a check against null could also be set. i think in this cases a test against null is clearer then try/catch.</p>
<p>here are my test result:<br />
// s != null so try block is executed; n= 1000000:<br />
// with try catch:  305<br />
// test with null:  292</p>
<p>// s == null so catch block is executed; n= 100000:<br />
// with try catch:  1623<br />
// test with null:  10</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: negush blog &#187; ActionScript 3 code optimization</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-116568</link>
		<dc:creator>negush blog &#187; ActionScript 3 code optimization</dc:creator>
		<pubDate>Thu, 05 Jun 2008 10:08:01 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-116568</guid>
		<description>[...] through Keith Peters&#8216; articles, I just found one that has a comment with a link to one of Joa Ebert&#8217;s articles. There, you&#8217;ll find another link to a pdf document containing a list of optimization [...]</description>
		<content:encoded><![CDATA[<p>[...] through Keith Peters&#8216; articles, I just found one that has a comment with a link to one of Joa Ebert&#8217;s articles. There, you&#8217;ll find another link to a pdf document containing a list of optimization [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: 33 коровы &#187; Blog Archive &#187; Безумная оптимизация</title>
		<link>http://blog.joa-ebert.com/2008/04/26/actionscript-3-optimization-techniques/comment-page-1/#comment-115698</link>
		<dc:creator>33 коровы &#187; Blog Archive &#187; Безумная оптимизация</dc:creator>
		<pubDate>Tue, 03 Jun 2008 11:27:17 +0000</pubDate>
		<guid isPermaLink="false">http://blog.je2050.de/?p=179#comment-115698</guid>
		<description>[...] http://blog.je2050.de/2008/04/26/actionscript-3-optimization-techniques/  http://www.bit-101.com/blog/?p=1271 [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://blog.je2050.de/2008/04/26/actionscript-3-optimization-techniques/" rel="nofollow">http://blog.je2050.de/2008/04/26/actionscript-3-optimization-techniques/</a>  <a href="http://www.bit-101.com/blog/?p=1271" rel="nofollow">http://www.bit-101.com/blog/?p=1271</a> [...]</p>
]]></content:encoded>
	</item>
</channel>
</rss>
