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ActionScript for Flash MX: The Definitive Guide, Second Edition
book

ActionScript for Flash MX: The Definitive Guide, Second Edition

by Colin Moock
December 2002
Intermediate to advanced
1088 pages
192h 4m
English
O'Reilly Media, Inc.
Content preview from ActionScript for Flash MX: The Definitive Guide, Second Edition
Math.E Property
This is the Title of the Book, eMatter Edition
Copyright © 2007 O’Reilly & Associates, Inc. All rights reserved.
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ActionScript Language Reference
// Increase the rotation angle by 5 degrees
deg += degPerFrame;
// Place the object. Note that Flash inverts the Y-axis of Cartesian
// coordinates so we decrement y to obtain our new location.
var rotAngRad= degreesToRadians(deg);
this._x = x + Math.cos(rotAngRad) * radius;
this._y = y - Math.sin(rotAngRad) * radius;
}
}
// Usage:
ball_mc.moveInCircle(100, 200, 200, 5);
See Also
Math.acos( ), Math.PI, Math.sin( ), Math.tan( )
Math.E Property
the constant e (the base of the natural logarithm)
Flash 5; can be used when exporting Flash 4 movies
Math.E
Description
The E property stores an approximation of the natural logarithmic base (roughly 2.71828),
which in mathematics is represented by the symbol e. It is a transcendental number, like π,
used in mathematical equations involving growth or change. Don’t confuse it with the E
that is used for exponential notation, as described in “Floating-Point Literals” in Chapter 4.
The two are unrelated.
See Also
Math.log( ), Math.LN10, Math.LN2
Math.exp() Method
raise the constant e to a specified power
Flash 5; can be used when exporting Flash 4 movies
Math.exp(x)
Arguments
x The exponent to which to raise Math.E.
Returns
Math.E to the power x .
See Also
Math.E, Math.LN10, Math.LN2, Math.log( ), Math.LOG10E ...
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Publisher Resources

ISBN: 059600396XCatalog PageErrata