I've done some tests in AS3, and the response is definitely better.
Not pixel-accurate, as you all have noted, but definitely way more
granular than in AS2...

.m

On Wed, Mar 12, 2008 at 4:42 PM, Allandt Bik-Elliott (Receptacle)
<[EMAIL PROTECTED]> wrote:
> if you use updateAfterEvent() in your mouseMove event, you will get
>  it as quick as the flash player will allow, irrespective of the
>  framerate but you still won't get even close to every 10th pixel if
>  the user gives it some welly
>
>  as3 does execute about 10 times faster (so they say - i'm sure
>  someone here has a real-world amount there) so, yes, in theory - you
>  would get a better response but bare in mind, it's still limited
>
>  if you need to track the mouse over large distances it may be worth
>  your while to look at using javascript to get the mouse point from
>  outside the flash movie (for a spank the monkey style game - see
>  http://www.blitzgamer.com/play_games/miscellaneous/316/spank-the-
>  monkey.html for the example) and then pass it to flash for the result.
>
>
>
>
>  On 12 Mar 2008, at 20:07, Matt S. wrote:
>
>  > Is this something where AS3 would be superior to AS2? I know its
>  > faster generally, can one expect better responsiveness here as well?
>  >
>  > .m
>  >
>  > On Wed, Mar 12, 2008 at 12:08 PM, Kerry Thompson
>  > <[EMAIL PROTECTED]> wrote:
>  >>
>  >> Matt S. wrote:
>  >>
>  >>> can anyone recommend a way to have pixel-accurate mouse tracking?
>  >>> If I
>  >>> move my mouse slowly it pretty much grabs them all, but any fast
>  >>> movements result in huge gaps in the _xmouse tracking, so instead of
>  >>> being 1,2,3,4,5,6,7,8,9,10,11,12 etc, it'll be
>  >>> 1,4,6,9,12,15,16,23,30,35, etc. I need it it to be as accurate as
>  >>> possible. Can this be done?
>  >>
>  >>  Nope. I can't even get that in my C++ programs, and C++ runs up
>  >> to 100 times
>  >>  faster than Flash, maybe more.
>  >>
>  >>  It's not really a Flash or C++ problem, anyway--it's a Windows
>  >> problem.
>  >>  Windows sends a MOUSE_MOVE message whenever it can, but there is
>  >> no way it
>  >>  can keep up if you zip across 2,000 pixels in 1/10 second.
>  >>
>  >>  You'll see the same thing in any paint program, or, for that
>  >> matter, on
>  >>  those electronic signature pads at the store. Ok, the signature pads
>  >>  probably use left-over 6502s, but even a fast processor can't
>  >> keep up when
>  >>  you zip across the screen.
>  >>
>  >>  You might try some sort of interpolation algorithm if you need
>  >> every pixel,
>  >>  like in a drawing program.
>  >>
>  >>  Cordially,
>  >>
>  >>  Kerry Thompson
>  >>
>  >>
>  >>
>  >>
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