NaN from speed test - actionscript-3

I'm trying to test the time it takes to calculate and create a certain matrix. The code being used is below.
import flash.geom.Matrix;
import flash.utils.getTimer;
var iter:int = 0;
var titer:int = 10000;
var time:Number;
var ttime:Number;
var zm:Number = 1.5;
var sx:Number = 0, sy:Number = 0.5;
var rot:Number = Math.PI/6;
var tx:Number = 10, ty:Number = 0;
var w:Number = 50, h:Number = 50;
var cr:Number = Math.cos(rot), sr:Number = Math.sin(rot);
var m3:Matrix, mt:Matrix;
for(iter; iter<titer; iter++) {
time = getTimer();
m3 = new Matrix(cr*(sx+zm), -sr*(sx+zm), sr*(sy+zm), cr*(sy+zm), tx+w-cr*w*(sx+zm)-sr*h*(sy+zm), ty+h+sr*w*(sx+zm)-cr*h*(sy+zm));
ttime += getTimer() - time;
}
trace('total:', ttime, 'avg:', Number(ttime)/Number(titer));
I'm SURE I set this up properly, but the trace is returning 'NaN'. What could cause this?

It will be very short and simple response: var ttime: Number = 0; ;) It's a good programming practice to initialise variables.
Also, I don't understand your construction for for performance testing. What do you think about such construction?
var time:uint = getTimer();
//your 'for' with Matrix
time = getTimer() - time;
//trace results...

Related

How to Save positions for 3 objects in Array to make random position between each other by AS3?

How to Save positions for 3 objects in Array to make random position between each other by AS3?
import flash.geom.Point;
var arry:Point = new Point();
arry[0] = arry[78,200];
arry[1] = arry[217,200];
arry[2] = arry[356,200];
//object called b1
b1.x = arry[0][0];
b1.y = arry[0][1];
//object called b2
b2.x = arry[1][0];
b2.y = arry[1][1];
//object called b3
b3.x = arry[2][0];
b3.y = arry[2][1];
//make objects swap positions between each other
var rand:Number = (Math.random()*arry.length);
//output to see random position [[78,200],[217,200],[356,200]]
trace(arry);
to get random with tween like this... https://www.youtube.com/watch?v=8m_m64plQ6E
At compile time you should get this Error I suppose : "ReferenceError: Error #1069"
Here is a way to store the positions (like in the link you provided from youtube) :
import flash.geom.Point;
var squareWidth:uint = 40;
var squareHeight:uint = 40;
var marginX:uint = 100;
var marginY:uint = 75;
var spacer:uint = 10;
var positions:Vector.<Point > = new Vector.<Point > (9);
function setPositions(v:Vector.<Point>):void {
var count:uint = 0;
var posx:uint;
var posy:uint;
for (var i = 0; i < 3; i ++)
{
for (var j = 0; j < 3; j ++)
{
posx = (j * squareWidth) + (spacer * j) + marginX;
posy = (i * squareHeight) + (spacer * i) + marginY;
v[count] = new Point(posx,posy);
count++;
}
}
}
setPositions(positions);
trace(positions);
// output :
// (x=100, y=75),(x=150, y=75),(x=200, y=75),(x=100, y=125),(x=150, y=125),(x=200, y=125),(x=100, y=175),(x=150, y=175),(x=200, y=175)
So here you have nine Points to place the clips like in the video.
You just have to add a function to swap the nine boxes stored in another Vector.
In your case.
For 3 positions do the following if I understand your question.
import flash.geom.Point;
var positions:Vector.<Point> = new Vector.<Point>(3);
var p1:Point = new Point(78,200);
var p2:Point = new Point(217,200);
var p3:Point = new Point(356,200);
positions[0] = p1;
positions[1] = p2;
positions[2] = p3;
trace(positions);
// output : (x=78, y=200),(x=217, y=200),(x=356, y=200)
So, you're still unclear!
Your issue is to find a random position?
This may help you if this is the problem you're facing :
import flash.geom.Point;
var positions:Vector.<Point > = new Vector.<Point > (3);
var numbers:Vector.<uint> = new Vector.<uint>();
var numbersAllowed:uint = 3;
var rndNmbrs:Vector.<uint> = new Vector.<uint>(3);;
var p1:Point = new Point(78,200);
var p2:Point = new Point(217,200);
var p3:Point = new Point(356,200);
positions[0] = p1;
positions[1] = p2;
positions[2] = p3;
trace(positions);
function populateRndNmbrs(n:uint):void {
for (var i:uint = 0; i < n; i++)
{
numbers[i] = i;
}
}
populateRndNmbrs(numbersAllowed);
function populateRandomNumbers(n:uint):void
{
var rnd:uint;
for (var i:uint = 0; i < n; i++)
{
rnd = numbers[Math.floor(Math.random() * numbers.length)];
for (var j:uint = 0; j < numbers.length; j++)
{
if (rnd == numbers[j])
{
numbers.splice(j,1);
}
}
rndNmbrs[i] = rnd;
}
}
populateRandomNumbers(numbersAllowed);
trace("rndNmbrs = " + rndNmbrs);
for (var i:uint = 0; i < numbersAllowed; i++)
{
trace("b"+ (i+1) + ".x = " + positions[rndNmbrs[i]].x);
trace("b"+ (i+1) + ".y = " + positions[rndNmbrs[i]].y);
// In place of trace, you should place the boxes at those random positions.;
}
//output:
//(x=78, y=200),(x=217, y=200),(x=356, y=200)
//rndNmbrs = 2,0,1
//b1.x = 356
//b1.y = 200
//b2.x = 78
//b2.y = 200
//b3.x = 217
//b3.y = 200
Is that what you want? Or do you want to know how to create a motion effect?
I'm not sure about what you really need...
This will help you to place all the boxes in a random position.
You may do this like here bellow, and add a function to check if the random positions are not the same.
With only 3 MovieClips, you will often have the same random positions as long they're stored in the "positions Vector"
var squares:Vector.<MovieClip> = new Vector.<MovieClip>(3);
function populateMCs(target:DisplayObjectContainer,n:uint):void{
for (var i:uint = 0; i < n; i++){
squares[i] = target["b"+(i+1)];
}
}
function swapMCs():void{
for (var i:uint=0; i<squares.length; i++){
squares[i].x = positions[rndNmbrs[i]].x;
squares[i].y = positions[rndNmbrs[i]].y;
}
}
populateMCs(this,numbersAllowed);
swapMCs();
I give you a last example to get a motion effect in AS3.
I'm not a translator AS2 -> AS3 and a video is not the best way to show your code :(
This will make your boxes move smoothly, but not the way you want.
Now, you have to learn AS3 and try to make the job by yourself.
Then, if you have another issue, just ask clearly what you want.
var friction:Number = 0.15;
setDestination(squares[0],squares[0].x,350,friction);
setDestination(squares[1],squares[1].x,350,friction);
setDestination(squares[2],squares[2].x,350,friction);
squares[0].addEventListener(Event.ENTER_FRAME,moveClip);
squares[1].addEventListener(Event.ENTER_FRAME,moveClip);
squares[2].addEventListener(Event.ENTER_FRAME,moveClip);
function setDestination(mc:MovieClip,x:uint,y:uint,friction:Number):void{
mc.destinx = x;
mc.destiny = y;
mc.f = friction;
}
function moveClip(e:Event):void{
var mc:MovieClip = e.target as MovieClip;
trace(mc.name)
mc.speedx = (mc.destinx - mc.x);
mc.speedy = (mc.destiny - mc.y);
mc.x += mc.speedx*mc.f;
mc.y += mc.speedy*mc.f;
if((Math.floor(mc.speedx)<1) && (Math.floor(mc.speedy)<1)){
mc.removeEventListener(Event.ENTER_FRAME,moveClip);
trace("STOP MOVE FOR " + mc.name);
}
}

Flash timeline elapsed time calculation

I am doing an animation and it has around 5000 frames and the frame rate is 24. I want to calculate the elapsed time in seconds.
Consider I navigated to 1000 th frame. Now what was the elapsed time?
var fps:Number = 24;
var totolF:Number = 5000;
var sec:Number = 5000/24;
var cF:Number = 1000;
var elapsedTime:Number = ???
First way:
var fps:Number = 24;
var totolF:Number = 5000;
var sec:Number = 5000/24;
var cF:Number = 1000;
var elapsedTime:Number = Math.floor(1/24 *currentFrame);
Second way(more accurate but if you pause your movie, elapsed time won't pause):
var fps:Number = 24;
var totolF:Number = 5000;
var sec:Number = 5000/24;
var cF:Number = 1000;
var elapsedTime:Number =Math.floor(getTimer()/1000);
I think better to use first one.
Hopes this post helps.☻

AS3: FPS get down

Ahoy. When i want update information with ENTER_FRAME like this:
import flash.events.Event;
var ticks:uint = 0;
var last:uint = getTimer();
var food:uint = 10;
var wood:uint = 10;
var stone:uint = 10;
stage.addEventListener(Event.ENTER_FRAME, update); // getFPS
stage.addEventListener(Event.ENTER_FRAME, list); //get Materials Info
function update(e:Event){
ticks++;
var now:uint = getTimer();
var delta:uint = now - last;
if (delta >= 1000) {
var fps:int = ticks / delta * 1000;
fpsText.text = String(fps+"fps");
ticks = 0;
last = now;
}
}//
function list(e:Event){
foodText.text = String(food+"food");
woodText.text = String(wood+"wood");
stoneText.text = String(stone+"stone");
}//
fps drop down.
When i change code like this:
import flash.events.Event;
var ticks:uint = 0;
var last:uint = getTimer();
var food:uint = 10;
var wood:uint = 10;
var stone:uint = 10;
stage.addEventListener(Event.ENTER_FRAME, update); // getFPS
function update(e:Event){
ticks++;
var now:uint = getTimer();
var delta:uint = now - last;
if (delta >= 1000) {
var fps:int = ticks / delta * 1000;
fpsText.text = String(fps+"fps");
list();
ticks = 0;
last = now;
}
}//
function list(){
foodText.text = String(food+"food");
woodText.text = String(wood+"wood");
stoneText.text = String(stone+"stone");
}//
fps drop down after 15 minutes.
I know problem is in function list(), but how I list materials quick without slowing fps.
How i change this for clean run?
Thx for hlp.
I'm assuming there is more code somewhere else that will change the values of food, wood, and stone. No need to update the values on enterframe if they aren't changing. Perhaps you could update the UI only when you change the values? So remove list() from the enter frame and do something like this when you change the values?
function getWood(){
wood++;
list();
}
function useWood(){
wood--;
list();
}

adding movieclips from random generated no in array

hey i am trying to add movie clips to the stage randomly from a list of cards, no 1- 10,
this is what i have tried so far but i get an error saying its my randomly selected card is not a function, just wondering if anybody can help or know the proper way of accomplishing it
thank you
var printArray:Array =new Array();
var randPrint:String;
var rand
for(var n:int = 1; n <= 28; n++)
{
randNo=Math.round(Math.random() * 10+.5);
randPrint = "cardPrint"+randNo;
printArray.push(randPrint);
}
var cardPrint1:MovieClip = new card_1();
var cardPrint2:MovieClip = new card_2();
var cardPrint3:MovieClip = new card_3();
var cardPrint4:MovieClip = new card_4();
var cardPrint5:MovieClip = new card_5();
var cardPrint6:MovieClip = new card_6();
var cardPrint7:MovieClip = new card_7();
var cardPrint8:MovieClip = new card_8();
var cardPrint9:MovieClip = new card_9();
var cardPrint10:MovieClip = new card_10();
for(var p:int = 1; p <= 1; p++)
{
trace(printArray[p]);
addChild(printArray[p]);
}
some help would be great, thank you so much
I think something like the following will do what you want. I populated an array with all the available assets and then filled an array with random numbers between 0-9. The last for loop just creates the movieclips and adds them to the stage.
var printArray:Array = [];
var mcs:Array = [card_1, card_2, card_3, card_4, card_5, card_6, card_7, card_8, card_9, card_10];
for(var n:int = 1; n <= 28; n++)
{
var randNo:int = int(Math.random() * 10);
printArray.push(randNo);
}
for(var p:int = 0; p < printArray.length; p++)
{
trace(printArray[p]);
var mc:MovieClip = new mcs[printArray[p]];
addChild(mc);
}

Detect when the Shader is done mixing the audio

so this the code with it i am able to mix several tracks
with a Shader done in pixel bender.
the problem here i don't know when the mixing is finish or all the sound reache their end
to be able to save the bytearray into a file any Event or something like that
help plz ?
package
{
import flash.display.*;
import flash.media.*;
import flash.events.*;
import flash.net.*;
import flash.utils.*;
import fl.controls.Slider;
import org.bytearray.micrecorder.encoder.WaveEncoder;
[SWF(width='500', height='380', frameRate='24')]
public class AudioMixer extends Sprite{
[Embed(source = "sound2.mp3")] private var Track1:Class;
[Embed(source = "sound1.mp3")] private var Track2:Class;
[Embed(source = "mix.pbj",mimeType = "application/octet-stream")]
private var EmbedShader:Class;
private var shader:Shader = new Shader(new EmbedShader());
private var sound:Vector.<Sound> = new Vector.<Sound>();
private var bytes:Vector.<ByteArray> = new Vector.<ByteArray>();
private var sliders:Vector.<Slider> = new Vector.<Slider>();
private var graph:Vector.<Shape> = new Vector.<Shape>();
private var recBA:ByteArray = new ByteArray();
private var BUFFER_SIZE:int = 0x800;
public var playback:Sound = new Sound();
public var container:Sprite = new Sprite();
public var isEvent:Boolean = false;
public function AudioMixer():void{
container.y = stage.stageHeight * .5;
addChild(container);
sound.push(new Track1(), new Track2(),new Track2(),new Track2(),new Track2(),new Track2(),new Track2(),new Track2(),new Track2(),new Track2(),new Track2(),new Track2());
for(var i:int = 0; i < sound.length; i++){
var slider:Slider = new Slider();
slider.maximum = 1;
slider.minimum = 0;
slider.snapInterval = 0.025;
slider.value = 0.8;
slider.rotation += -90;
slider.x = i * 40 + 25;
container.addChild(slider);
sliders.push(slider);
var line:Shape = new Shape();
line.graphics.lineStyle(1, 0x888888);
line.graphics.drawRect(i * 40 + 14, 0, 5, -80);
line.graphics.endFill();
container.addChild(line);
var shape:Shape = new Shape();
shape.graphics.beginFill(0x00cc00);
shape.graphics.drawRect(i * 40 + 15, 0, 3, -80);
shape.graphics.endFill();
container.addChild(shape);
graph.push(shape);
}
playback.addEventListener(SampleDataEvent.SAMPLE_DATA, onSoundData);
playback.play();
}
private function onSoundData(event:SampleDataEvent):void {
for(var i:int = 0; i < sound.length; i++){
bytes[i] = new ByteArray();
bytes[i].length = BUFFER_SIZE * 4 * 2;
sound[i].extract(bytes[i], BUFFER_SIZE);
var volume:Number = 0;
bytes[i].position = 0;
for(var j:int = 0; j < BUFFER_SIZE; j++){
volume += Math.abs(bytes[i].readFloat());
volume += Math.abs(bytes[i].readFloat());
}
volume = (volume / (BUFFER_SIZE * .5)) * sliders[i].value;
shader.data['track' + (i + 1)].width = BUFFER_SIZE / 1024;
shader.data['track' + (i + 1)].height = 512;
shader.data['track' + (i + 1)].input = bytes[i];
shader.data['vol' + (i + 1)].value = [sliders[i].value];
graph[i].scaleY = volume;
}
var shaderJob:ShaderJob = new ShaderJob(shader,event.data,BUFFER_SIZE / 1024,512);
shaderJob.start(true);
var shaderJob2:ShaderJob = new ShaderJob(shader,recBA,BUFFER_SIZE / 1024,512);
shaderJob2.start(true);
}
}
}
You can tell when a shader has completed it's job using the ShaderEvent.COMPLETE listener. Like so:
shaderJob.addEventListener(ShaderEvent.COMPLETE, onShaderComplete);
private function onShaderComplete(e:Event):void
{
//Do Something here
}
See this link for more details.
One thing about your code though. You're doing this shader job inside of a sampleDataEvent and I can see this being problematic (possibly) in the sense that your mixing may be out of sync with your playback (that is, if you plan on mixing live and writing the mixed data back into the sound stream). Anyway that's perhaps an issue for a new question. This should solve your problem with needing to know when the mixing is complete.
Note you also need to add "false" to the shaderJob.start(false) function. From the documentation about the ShaderEvent.COMPLETE:
"Dispatched when a ShaderJob that executes asynchronously finishes processing the data using the shader. A ShaderJob instance executes asynchronously when the start() method is called with a false value for the waitForCompletion parameter."
Update
In response to your inquiry about how to only process inside the sampleDataEvent if the sound isnt being processed:
private var isProcessing:Boolean = false;
private function onSoundData(event:SampleDataEvent):void {
if(isProcessing != true){
for(var i:int = 0; i < sound.length; i++){
bytes[i] = new ByteArray();
bytes[i].length = BUFFER_SIZE * 4 * 2;
sound[i].extract(bytes[i], BUFFER_SIZE);
var volume:Number = 0;
bytes[i].position = 0;
for(var j:int = 0; j < BUFFER_SIZE; j++){
volume += Math.abs(bytes[i].readFloat());
volume += Math.abs(bytes[i].readFloat());
}
volume = (volume / (BUFFER_SIZE * .5)) * sliders[i].value;
shader.data['track' + (i + 1)].width = BUFFER_SIZE / 1024;
shader.data['track' + (i + 1)].height = 512;
shader.data['track' + (i + 1)].input = bytes[i];
shader.data['vol' + (i + 1)].value = [sliders[i].value];
graph[i].scaleY = volume;
}
var shaderJob:ShaderJob = new ShaderJob(shader,event.data,BUFFER_SIZE / 1024,512);
shaderJob.start(false);
shaderJob.addEventListener(ShaderEvent.COMPLETE, onShaderComplete);
var shaderJob2:ShaderJob = new ShaderJob(shader,recBA,BUFFER_SIZE / 1024,512);
shaderJob2.start(false);
}
}
private function onShaderComplete(e:ShaderEvent):void
{
//Do something here
isProcessing = false;
}