Optimizing Performance for the ADOBE® FLASH® PLATFORM Legal notices Legal notices For legal notices, see http://help.adobe.com/en_US/legalnotices/index.html. Last updated 8/21/2012 iii Contents Chapter 1: Introduction Runtime code execution fundamentals . 1 Perceived performance versus actual performance . 2 Target your optimizations . 3 Chapter 2: Conserving memory Display objects . 4 Primitive types . 4 Reusing objects . 6 Freeing memory . 11 Using bitmaps . 12 Filters and dynamic bitmap unloading . 18 Direct mipmapping . 19 Using 3D effects . 20 Text objects and memory . 21 Event model versus callbacks . 22 Chapter 3: Minimizing CPU usage Flash Player 10.1 enhancements for CPU usage . 23 Sleep mode . 25 Freezing and unfreezing objects . 26 Activate and deactivate events . 29 Mouse interactions . 30 Timers versus ENTER_FRAME events . 31 Tweening syndrome . 33 Chapter 4: ActionScript 3.0 performance Vector class versus Array class . 34 Drawing API . 35 Event capture and bubbling . 36 Working with pixels . 38 Regular expressions . 39 Miscellaneous optimizations . 40 Chapter 5: Rendering performance Redraw regions . 45 Off-stage content . 46 Movie quality . 47 Alpha blending . 49 Application frame rate . 50 Bitmap caching . 51 Manual bitmap caching . 58 Rendering text objects . 64 GPU . 68 Last updated 8/21/2012 OPTIMIZING PERFORMANCE FOR THE FLASH PLATFORM iv Contents Asynchronous operations . ..
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