Note that there are some explanatory texts on larger screens.

plurals
  1. PO
    primarykey
    data
    text
    <p>'Hi,</p> <p>Java i think is the more restrictive option of the two, in terms of what you can pull from the client.</p> <p>Flash will give you some information through the Capabilities class, it has somewhat looser security than Java so I think it's your best bet.</p> <pre><code>package { import flash.display.Sprite; import flash.system.Capabilities; public class CapabilitiesExample extends Sprite { public function CapabilitiesExample() { showCapabilities(); } private function showCapabilities():void { trace("avHardwareDisable: " + Capabilities.avHardwareDisable); trace("hasAccessibility: " + Capabilities.hasAccessibility); trace("hasAudio: " + Capabilities.hasAudio); trace("hasAudioEncoder: " + Capabilities.hasAudioEncoder); trace("hasEmbeddedVideo: " + Capabilities.hasEmbeddedVideo); trace("hasMP3: " + Capabilities.hasMP3); trace("hasPrinting: " + Capabilities.hasPrinting); trace("hasScreenBroadcast: " + Capabilities.hasScreenBroadcast); trace("hasScreenPlayback: " + Capabilities.hasScreenPlayback); trace("hasStreamingAudio: " + Capabilities.hasStreamingAudio); trace("hasVideoEncoder: " + Capabilities.hasVideoEncoder); trace("isDebugger: " + Capabilities.isDebugger); trace("language: " + Capabilities.language); trace("localFileReadDisable: " + Capabilities.localFileReadDisable); trace("manufacturer: " + Capabilities.manufacturer); trace("os: " + Capabilities.os); trace("pixelAspectRatio: " + Capabilities.pixelAspectRatio); trace("playerType: " + Capabilities.playerType); trace("screenColor: " + Capabilities.screenColor); trace("screenDPI: " + Capabilities.screenDPI); trace("screenResolutionX: " + Capabilities.screenResolutionX); trace("screenResolutionY: " + Capabilities.screenResolutionY); trace("serverString: " + Capabilities.serverString); trace("version: " + Capabilities.version); } } } </code></pre> <p>Example from: <a href="http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/" rel="nofollow noreferrer">http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/</a></p> <p>In order to detect speed you need to do benchmarking.</p> <p><em>Tips:</em> By monitoring for instance rendering/calculation time in javascript, flash or java you can dynamically alter the behaviour of your application based on real-world performance, instead of running a benchmark prior to launching the application (as I have seen others do). For instance: Thread 1: Monitor and alter data (for instance rotation degree in a rotating cube). Thread 2: Do the heavy calculation and rendering.</p> <p>(This is easy in Java with threads, but in flash you need to chunk your processing and have the heavy code check with the monitor on how to proceed).</p> <p><em>Tips 2:</em> There are lot's of public benchmarks, so you could narrow down what kind of CPU people are running by running a benchmark and compare with a benchmark results-database.</p> <p>Hope this helps !</p> <p>Cheers</p>
    singulars
    1. This table or related slice is empty.
    plurals
    1. This table or related slice is empty.
    1. This table or related slice is empty.
    1. This table or related slice is empty.
    1. This table or related slice is empty.
    1. VO
      singulars
      1. This table or related slice is empty.
    1. This table or related slice is empty.
 

Querying!

 
Guidance

SQuiL has stopped working due to an internal error.

If you are curious you may find further information in the browser console, which is accessible through the devtools (F12).

Reload