What steps will reproduce the problem?
1. In many loops uint is used. On of the spots
public function hitTestPoint2D(point:Point):RenderHitData
{
if(interactive){
var rli:RenderableListItem;
var rhd:RenderHitData = new RenderHitData();
var rc:IRenderListItem;
for(var i:uint = lastRenderList.length; rc = lastRenderList[--i]; )
{
if(rc is RenderableListItem)
{
rli = rc as RenderableListItem;
rhd = rli.hitTestPoint2D(point, rhd);
if(rhd.hasHit)
{
return rhd;
}
}
}
}
return new RenderHitData();
}
In 1000000 loops(faces) time difference matters. Use "int" instead,it is
the fastest.
2. for(int i=0; i<arr.len;i++) makes process to make lookup every loop.
put var len:int=arr.len; instead and use len in loop.
3. don't use arrays but use vectors(typed one) vector.<RenderListItem>
4. rc = lastRenderList[--i] as RenderListItem; If you must using arrays cast
Regards
Alex
Original issue reported on code.google.com by winxa...@gmail.com on 20 Nov 2009 at 6:36
Original issue reported on code.google.com by
winxa...@gmail.com
on 20 Nov 2009 at 6:36