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Thread: Instead of Fast Loop

  1. #1
    Clicker

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    Instead of Fast Loop

    I joined another object to the object by using Fast Loop.

    However, processing slows because the loop frequency increases, too, when the number of objects increases.

    Is there a method of evading slowing of processing?

    http://mfa.aquadasoft.com/view/1288607083-FastLoop_test


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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    Re: Instead of Fast Loop

    Use my Position Controller extension, it has features for object attachment.

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    Clicker

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    Re: Instead of Fast Loop

    I don't know usage of your extension.

    Could you make example?

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    Re: Instead of Fast Loop

    Yes, sure. Here is your example modified to compare fastloops (the 1st frame) to the Position Controller (2nd frame). You can set the global value "Number to make" through the application properties to the number of pairs of objects to make (it would be 230 in your original example).

    Here is a list of framerates I got for different numbers to make:

    Number to Make = 200:
    Fastloop: 60 FPS
    Pos. Controller: 60 FPS

    Number to Make = 300:
    Fastloop: 40 FPS
    Pos. Controller: 60 FPS

    Number to Make = 400:
    Fastloop: 23 FPS
    Pos. Controller: 60 FPS

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    Clicker Multimedia Fusion 2SWF Export Module

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    Re: Instead of Fast Loop

    Fast Loops and the MMF object selection scope tend to a time complexity of O(N^2) over N objects. The ForEach object, if you learn it, can operate in O(N) time, because it directly references the objects you want to use.

    I'd strongly recommend trying to use the ForEach object for operating over a large set of objects

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    Re: Instead of Fast Loop

    The Position Controller does the same thing, so for the sake of attachments it is better. But yes, for looping through objects in general the ForEach Object is a good way to go.

  7. #7
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    Re: Instead of Fast Loop

    Thanks!
    However, the application crashes when parent or child object is destroyed.

    Moreover, can parent and child object tie?(example: when a parent object is clicked, the bullet is launched from the child object.)

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    Re: Instead of Fast Loop

    Quote Originally Posted by ASD
    However, the application crashes when parent or child object is destroyed.
    You just found a bug. I'll have to fix that when I release a new version, but for now you can use either "Detach Single Object" or "Detach Children" on a child or parent before destroying them.


    Quote Originally Posted by ASD
    Moreover, can parent and child object tie?(example: when a parent object is clicked, the bullet is launched from the child object.)
    Yes, you can. Try the following code:

    Code:
    -User clicks on "Parent"
    -Fixed value of "Child" = AttGetChild( "Position Controller", Fixed("Parent"), 0):
        --Shoot Bullet from "Child"

  9. #9
    Clicker

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    Re: Instead of Fast Loop

    Quote Originally Posted by Jaffob
    You just found a bug. I'll have to fix that when I release a new version, but for now you can use either "Detach Single Object" or "Detach Children" on a child or parent before destroying them.
    Okay, I'm looking foward to update.


    Quote Originally Posted by Jaffob
    Yes, you can. Try the following code:

    Code:
    -User clicks on "Parent"
    -Fixed value of "Child" = AttGetChild( "Position Controller", Fixed("Parent"), 0):
        --Shoot Bullet from "Child"
    Very nice!

    Can define the position of the child object related for the parent object? (Currently child object position is parent object hotspots)

  10. #10
    frsolidad24
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    Re: Instead of Fast Loop

    thanks for the post

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