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  1. POAS3: How accurate are the getTimer() method and the Timer class?
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    <p>I'm in the process of making a game (a shmup) and I've started to question the accuracy of the timers in ActionScript. Sure, they're accurate enough when you want to time things on the order of a few seconds or deciseconds, but it seems to perform pretty poorly when you get to finer ranges. This makes it pretty tough to do things like have a spaceship firing a hundred lasers per second. </p> <p>In the following sample, I tested how long (on average) the intervals were between 1000 timer ticks intended for 30ms. Time and time again, the results are ~35-36ms. Decreasing the time, I found the floor on the timer delay to be ~16-17ms. This gives me a max fps of ~60, which is great visually but also means I can't possibly fire more than 60 lasers per second :-(. I ran this test a few times at 100 and 1000 loops, but for both the 30ms test and the 1ms test the results didn't change. I print to a textField at the end because using trace() and launching the swf in debug mode seems to negatively affect the test. So what I'm wondering is:</p> <ul> <li>Is this test a decent measure of the Timer class's performance, or are my results questionable?</li> <li>Will these results change dramatically on other machines?</li> </ul> <p>I understand this is dependent on the getTimer() method's accuracy, but the discussions I find on this topic usually center around getTimer()'s accuracy on larger intervals.</p> <p><pre>package {<br> import flash.display.Sprite; import flash.events.TimerEvent; import flash.text.TextField; import flash.utils.getTimer; import flash.utils.Timer;</pre><code></p> <pre>public class testTimerClass extends Sprite { private var testTimer:Timer = new Timer(30, 1000); private var testTimes:Array = new Array(); private var testSum:int = 0; private var testAvg:Number; private var lastTime:int; private var thisTime:int; public function testTimerClass() { testTimer.addEventListener(TimerEvent.TIMER, step); testTimer.addEventListener(TimerEvent.TIMER_COMPLETE, printResults); lastTime = getTimer(); testTimer.start(); } private function step(event:TimerEvent):void { thisTime = getTimer(); testTimes.push(thisTime - lastTime); lastTime = thisTime; } private function printResults(event:TimerEvent):void { while (testTimes.length &gt; 0) { testSum += testTimes.pop(); } testAvg = testSum / Number(testTimer.repeatCount); var txtTestResults:TextField = new TextField(); txtTestResults.text = testAvg.toString(); this.addChild(txtTestResults); } } </code></pre> <p>}</p> <p>I guess the best route to take would be to just draw multiple lasers in the same frame with different positions and avoid having more than one Timer object. </p> <p>edit: I used stage.frameRate to change the render frameRate and ran the test on several framerates but there was no change.</p>
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