Basic Arithmetic Operators in Java

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Basic Arithmetic Operators
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Operator Meaning
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The sum of a and b. The product of a and b. a minus b. a divided by b. a modulo b (the remainder of a/b). The negative of a ( 1 times a).
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Part II: Core ActionScript 3.0 Data Types
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(continued )
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Evaluate subexpressions in parentheses rst. Add 1 to a after evaluating the expression. Add 1 to a before evaluating the rest of the expression. Subtract 1 from a after evaluating the expression. Subtract 1 from a before evaluating the rest of the expression.
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Combining operators with assignment uses the left side of the expression as the rst operand. For example,
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a = a + 10;
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can be more concisely written as
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a += 10;
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Beyond these simple operators, there are static methods in the Math utility class, as shown in Table 7-2, that enable you to perform more arithmetic.
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Math Class Arithmetic
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Method Call Returns
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Math.pow(a, b) Math.exp(a) Math.floor(a) Math.ceil(a) Math.round(a) Math.max(a, b, c...) Math.min(a, b, c...) Math.sqrt(a) Math.abs(a) Math.log(a) Math.ln(a)
a raised to the b power (ab )
e raised to the a power (e a )
a rounded down a rounded up a rounded to the nearest digit Maximum of the set a, b, c . . . Minimum of the set a, b, c . . . Square root of a Absolute value of a Logarithm (base 10) of a Natural logarithm (base e ) of a
Between built-in operators and the methods of the Math class, ActionScript 3.0 gives you a solid basis with which to make computations.
7: Numbers, Math, and Dates
Performing Trigonometric Calculations
Also built into ActionScript 3.0 are trigonometric functions. Flash is so often employed to create interactive graphics, and these can rarely be done without a helping of trigonometry. Therefore, the Math utility class also includes the methods shown in Table 7-3.
Math Class Trigonometry
Method Call Returns
Math.sin(a) Math.cos(a) Math.tan(a) Math.asin(a) Math.acos(a) Math.atan(a) Math.atan2(y, x)
Sine of an angle measuring a radians Cosine of an angle measuring a radians Tangent of an angle measuring a radians Angle in radians whose sine is a (arcsine of a) Angle in radians whose cosine is a (arccosine of a) Angle in radians whose tangent is a (arctangent of a) Angle which, drawn from the origin, intersects the point (x, y) (arctangent of y/x)
In addition, the Math class includes the constant Math.PI for the number pi, ratio of a circle s circumference to its diameter.
All trig functions operate on radians, an angular unit in which 2 radians measure a full revolution. All display objects rotations are measured in degrees, in which 360 degrees measures a full revolution. You can use the equality radians = 180 degrees to translate between them easily:
valInRadians = valInDegrees / 180 * Math.PI; valInDegrees = valInRadians / Math.PI * 180;
In Example 7-1, you ll create a game-like scenario where a turret points toward the crosshairs that track your mouse movements. This is made possible by the arctangent function, which nds the angle of a corner of a right triangle given the ratio of the lengths of the edges that form the angle. In a game like this, when you want some object A to orient itself toward another object B, the position of object B relative to A de nes the hypotenuse of the triangle. This is shown in Figure 7-2. EXAMPLE 7-1
Trigonometric Functions
package { import flash.display.*; import;
Part II: Core ActionScript 3.0 Data Types
import flash.ui.Mouse; public class ch7ex1 extends Sprite { protected var compass:Sprite; protected var crosshairs:Sprite; public function ch7ex1() { drawCompass(); drawCrosshairs(); addEventListener(Event.ENTER_FRAME, tick); } protected function tick(event:Event):void { Mouse.hide(); crosshairs.x = stage.mouseX; crosshairs.y = stage.mouseY; compass.rotation = Math.atan2( stage.mouseY - compass.y, stage.mouseX - compass.x) * 180 / Math.PI; } protected function drawCompass():void { var RADIUS:Number = 30; compass = new Sprite(); var g:Graphics =; g.lineStyle(4, 0xe03030); g.beginFill(0xd0d0d0); g.drawCircle(0, 0, RADIUS); g.endFill(); g.moveTo(0, 0); g.lineTo(RADIUS, 0); addChild(compass); compass.x = stage.stageWidth / 2; compass.y = stage.stageHeight / 2; } protected function drawCrosshairs():void { var SIZE:Number = 10; crosshairs = new Sprite(); var g:Graphics =; g.lineStyle(8, 0x4040f0, 1, false, LineScaleMode.NONE, CapsStyle.SQUARE); g.moveTo(0, SIZE); g.lineTo(0, -SIZE); g.moveTo(SIZE, 0); g.lineTo(-SIZE, 0); crosshairs.blendMode = BlendMode.MULTIPLY; addChild(crosshairs); } } }