Skip to main content

adding subtraction multiply and divide all values of two array with each other and stored them into thrid array


var array1:Array=new Array();
var array2:Array=new Array();
var sumarray:Array=new Array();
var subarray:Array=new Array();
var multiarray:Array=new Array();
var diviarray:Array=new Array();
fillmyArrays()
function fillmyArrays():void
{
for(var i:uint=0;i<10;i++)
{
array1.push(randRange(0,100) );
array2.push(randRange(0,100) );
}


}
forsum()
function forsum():void
{
var x:Number=0;
var y:Number=0;
var z:Number=0;
for(var i in array1 )
{
x=array1[i];
y=array2[i];
z=x+y;
sumarray.push(z);
}

}
 forsub()
function forsub():void
{
var x:Number=0;
var y:Number=0;
var z:Number=0;
for(var i in array1 )
{
x=array1[i];
y=array2[i];
//swaping values prevent negative answer
if(x<y)
{
y=x+y;
x=y-x;
y=y-x;
}
z=x-y;
subarray.push(z);
}

}
formulti()
function formulti():void
{
var x:Number=0;
var y:Number=0;
var z:Number=0;
for(var i in array1 )
{
x=array1[i];
y=array2[i];
z=x*y;
multiarray.push(z);
}

}
fordivi()
function fordivi():void
{
var x:Number=0;
var y:Number=0;
var z:Number=0;
for(var i in array1 )
{
x=array1[i];
y=array2[i];
//swaping values prevent negative answer
if(x<y)
{
y=x+y;
x=y-x;
y=y-x;
}
z=x/y;
diviarray.push(z);

}
trace(diviarray)
}

function randRange(min,max) {
var randomNum:Number=Math.floor(Math.random() * (max - min + 1) + min);
return randomNum;
}

Comments

Popular posts from this blog

Better Memory management with PixiJS or How to manage cpu and cpu memory in PixiJS.

PixiJS is my favorite framework when i am looking for a web games specially for mobile or desktop  PixiJS is fast blazing fast and you can get a decent FPS even on older device.   so here is my optimization techniques for PixiJs 1. manage your sprites in a better way use spritesheet to reduce the draw calls create big sprite sheet which contain multiple sprites can be draw in gpu with a single draw call. use TexturePacker  https://www.codeandweb.com/texturepacker  best tool when its comes to spritesheet 2. for floating point calculation round off calculation for example let  speed = 0.75 ; let  position = 100 ; console . log ( Math . round ( speed * position )) 3. don't create very big canvas when u need a big canvas size game just try to create a small canvas and translate it. 4. its very important one managing TextureCache in memory you can get all TextureCache list by using  Object.entries(PIXI.utils.TextureCache); so even you use ap...

adding particles Effect in pixijs using https://pixijs.io/pixi-particles-editor/

adding particle in pixijs is very easy using the below tool more information can be found below https://github.com/pixijs/pixi-particles https://pixijs.io/pixi-particles-editor/ required packages  /// < reference path = "node_modules/pixi-particles/ambient.d.ts" /> import 'pixi-particles' code of particle delcare a     global variable   private emitter ?: Emitter ; const img = PIXI . Texture . from ( "./assets/images/particle.png" ); this . emitter = new Emitter ( this ,[ img ],{ "alpha" : { "start" : 0.62 , "end" : 0.39 }, "scale" : { "start" : 0.1 , "end" : 0.9 , "minimumScaleMultiplier" : 1.25 }, "color" : { "start" : "#ffff8f" , "end" : ...