Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 774313
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 14, 20262026-05-14T19:06:40+00:00 2026-05-14T19:06:40+00:00

Within the container BubbleContainer I have multiple Bubble sprites. Each bubble’s graphics object (a

  • 0

Within the container “BubbleContainer” I have multiple “Bubble sprites”.
Each bubble’s graphics object (a circle) is updated on a timer event.

Let’s say I have 50 Bubble sprites and each circle’s radius should be updated with a mathematical formula. How do I organize this logic?

  1. How do I update all Bubble sprites within the BubbleContainer? (should I call a bubble.update() function or make a temporary reference to the graphics object?)

  2. Where do I put the Math logic? (as static functions?)

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-14T19:06:40+00:00Added an answer on May 14, 2026 at 7:06 pm

    If I were you I would worry more on how to efficiently do the Math rather than passing the data around because there you loose a big amount of time.

    My advice on this would be:

    Do all the calculation on the BubbleContainer (or anywhere else, but in one place rather than inside each object)

    • Precalc things like Math.PI/180

    • Precalc 2 arrays/vectors of sine and
      cosine values.(It’s faster to get
      them from an array rather than
      calling Math.sin/Math.cos each time )

    • Pass the result to the Bubble sprite
      in 1 call ( as Cristi pointed out )

    • Create a function that accepts input
      parameters , does all the math and
      returns the answer.

      For each set of input( on each
      cal of this function ):

      First see if the
      answer was calculated before, if it
      was retrieve it from the answer
      dictionary.

      if not calculate it and add it to the
      answer dictionary.

      Create an entry in a dictionary that
      has the input values as the key and the
      answer as the value. This way you are
      creating a cache of answers. For
      complicated,recurring calculations with a
      relatively small number of input
      parameters(as in your situation) it’s
      faster to retrieve answer that you
      already calculated from a dictionary
      rather than doing the calculation
      again. If you’ll use an array instead of a dictionary I believe it’s going to be even faster..

    Quick example, not optimized, just to give you an idea:

    function multiply(x:int,y:int):int{ 
    
    var retValue:int; 
    
    var key:String=String(x)+String(y);
    
    if (answers[key]){ retValue=answers[key];} 
    
    else{ retValue=x*y;  answers[key]=retValue;} 
    
    return retValue;
    
    }
    
    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Ask A Question

Stats

  • Questions 382k
  • Answers 382k
  • Best Answers 0
  • User 1
  • Popular
  • Answers
  • Editorial Team

    How to approach applying for a job at a company ...

    • 7 Answers
  • Editorial Team

    What is a programmer’s life like?

    • 5 Answers
  • Editorial Team

    How to handle personal stress caused by utterly incompetent and ...

    • 5 Answers
  • Editorial Team
    Editorial Team added an answer I'm not sure about the implications regarding Linq-to-SQL, but one… May 14, 2026 at 10:38 pm
  • Editorial Team
    Editorial Team added an answer First, you should use the same instance of MyEqualityComparer rather… May 14, 2026 at 10:38 pm
  • Editorial Team
    Editorial Team added an answer ReSharper is the answer to this (as many other) shortcoming… May 14, 2026 at 10:38 pm

Trending Tags

analytics british company computer developers django employee employer english facebook french google interview javascript language life php programmer programs salary

Top Members

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.