I used this in my last projects...
var result : Number = 0;
for(var i : Number = 0; i < 3; i++) {
var t : Number = getTimer();
while(getTimer() - t < 50) {
var r : Number = random(10);
mc._x = r;
mc._y = r;
mc._xscale = r;
mc._yscale = r;
mc._alpha= r;
result++;
}
}
Works for me. Of course you need a mc on stage. Result is the performance. But
with this test you only get the performance of the system. We set up a little
benchmark on http://bench.powerflasher.de/ maybee you find some usefull stuff
there.
regards
Lars Heinrich
Powerflasher GmbH
Tel: +49 (0)241 91880-230
-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Alias
Gesendet: Montag, 31. Oktober 2005 14:46
An: Flashcoders mailing list
Betreff: [Flashcoders] Profiling the clients CPU
Hi guys,
I'm working on a project which involves reducing the amount of work done, based
on the client's CPU speed.
I'm wondering - does anyone have a tried & tested method of doing this? I'm
thinking something along the lines of:
startTime = getTimer();
//do something timeconsuming - loop 100 times, for example speed =
doSomethingTimeconsuming()
if (speed < 5){
doSomethingEasy();
} else{
doSomethingHard();
}
What I'm wondering is the doing something timeconsuming part - I need a simple
operation that will be reasonably consistent across player types - is there any
operation that *hasn't* been improved or that has always been fast? The target
player is FP6 (pre 6.65), so I need an operation that will be consistently slow
or fast on every player since then
Has anyone done this much?
Thanks in advance,
Alias
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