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	<title>Comments on: setInterval or onEnterFrame&#8230; your thoughts?</title>
	<atom:link href="http://flash.fincanon.com/archives/58/feed" rel="self" type="application/rss+xml" />
	<link>http://flash.fincanon.com/archives/58</link>
	<description>Flash and Flex stuff from Jason Fincanon</description>
	<pubDate>Fri, 21 Nov 2008 10:06:31 +0000</pubDate>
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		<item>
		<title>By: Stacked Stone</title>
		<link>http://flash.fincanon.com/archives/58#comment-5427</link>
		<dc:creator>Stacked Stone</dc:creator>
		<pubDate>Fri, 08 Sep 2006 04:16:37 +0000</pubDate>
		<guid isPermaLink="false">http://flash.fincanon.com/archives/58#comment-5427</guid>
		<description>Like you I also also like to use setInterval to control over the speed at which the function is called.</description>
		<content:encoded><![CDATA[<p>Like you I also also like to use setInterval to control over the speed at which the function is called.</p>
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	<item>
		<title>By: John</title>
		<link>http://flash.fincanon.com/archives/58#comment-4690</link>
		<dc:creator>John</dc:creator>
		<pubDate>Wed, 23 Aug 2006 12:04:37 +0000</pubDate>
		<guid isPermaLink="false">http://flash.fincanon.com/archives/58#comment-4690</guid>
		<description>What about using updateAfterEvent(), this has been added to the timer event so you can cause your display to redraw after the timer tick.
e.g.

private function timerHandler(e:TimerEvent):void{
  draw();
  e.updateAfterEvent();
}

So apparently you can have your swf running at 1fps but your timer will cause it to draw.

Has anybody tried this? I am currently playing with and the other methods mentioned with my 3d engine(http://johnukmn.blogspot.com/2006/08/introducing-lux.html)</description>
		<content:encoded><![CDATA[<p>What about using updateAfterEvent(), this has been added to the timer event so you can cause your display to redraw after the timer tick.<br />
e.g.</p>
<p>private function timerHandler(e:TimerEvent):void{<br />
  draw();<br />
  e.updateAfterEvent();<br />
}</p>
<p>So apparently you can have your swf running at 1fps but your timer will cause it to draw.</p>
<p>Has anybody tried this? I am currently playing with and the other methods mentioned with my 3d engine(http://johnukmn.blogspot.com/2006/08/introducing-lux.html)</p>
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	<item>
		<title>By: guya</title>
		<link>http://flash.fincanon.com/archives/58#comment-846</link>
		<dc:creator>guya</dc:creator>
		<pubDate>Thu, 11 May 2006 23:14:47 +0000</pubDate>
		<guid isPermaLink="false">http://flash.fincanon.com/archives/58#comment-846</guid>
		<description>Intervals in flash are also inaccurate and are influenced from outside the flash player. So even if you use intervals you'll never get perfect control.

http://blog.guya.net/2006/05/08/flash-player-inaccuracy-clarified/
http://blog.guya.net/2006/03/14/check-your-interval/</description>
		<content:encoded><![CDATA[<p>Intervals in flash are also inaccurate and are influenced from outside the flash player. So even if you use intervals you&#8217;ll never get perfect control.</p>
<p><a href="http://blog.guya.net/2006/05/08/flash-player-inaccuracy-clarified/" rel="nofollow">http://blog.guya.net/2006/05/08/flash-player-inaccuracy-clarified/</a><br />
<a href="http://blog.guya.net/2006/03/14/check-your-interval/" rel="nofollow">http://blog.guya.net/2006/03/14/check-your-interval/</a></p>
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	<item>
		<title>By: ericd</title>
		<link>http://flash.fincanon.com/archives/58#comment-837</link>
		<dc:creator>ericd</dc:creator>
		<pubDate>Thu, 11 May 2006 01:19:16 +0000</pubDate>
		<guid isPermaLink="false">http://flash.fincanon.com/archives/58#comment-837</guid>
		<description>package {
    import flash.utils.Timer;
    import flash.events.TimerEvent;
    import flash.display.Sprite;

    public class TimerExample extends Sprite {

        public function TimerExample() {
            var myTimer:Timer = new Timer(1000, 2);
            myTimer.addEventListener("timer", timerHandler);
            myTimer.start();
        }

        public function timerHandler(event:TimerEvent):void {
            trace("timerHandler: " + event);
        }
    }
}</description>
		<content:encoded><![CDATA[<p>package {<br />
    import flash.utils.Timer;<br />
    import flash.events.TimerEvent;<br />
    import flash.display.Sprite;</p>
<p>    public class TimerExample extends Sprite {</p>
<p>        public function TimerExample() {<br />
            var myTimer:Timer = new Timer(1000, 2);<br />
            myTimer.addEventListener(&#8221;timer&#8221;, timerHandler);<br />
            myTimer.start();<br />
        }</p>
<p>        public function timerHandler(event:TimerEvent):void {<br />
            trace(&#8221;timerHandler: &#8221; + event);<br />
        }<br />
    }<br />
}</p>
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	</item>
	<item>
		<title>By: Josh Tynjala</title>
		<link>http://flash.fincanon.com/archives/58#comment-834</link>
		<dc:creator>Josh Tynjala</dc:creator>
		<pubDate>Wed, 10 May 2006 23:45:07 +0000</pubDate>
		<guid isPermaLink="false">http://flash.fincanon.com/archives/58#comment-834</guid>
		<description>Like Jesse mentioned, setTimeout is great. If you'd prefer to use a Timer in AS3, the constructor has a parameter that defines how many times the Timer runs. That's pretty nice.</description>
		<content:encoded><![CDATA[<p>Like Jesse mentioned, setTimeout is great. If you&#8217;d prefer to use a Timer in AS3, the constructor has a parameter that defines how many times the Timer runs. That&#8217;s pretty nice.</p>
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