Caching array length instead of accessing it with each iteration. r=crschmidt (closes #1636)
git-svn-id: http://svn.openlayers.org/trunk/openlayers@7627 dc9f47b5-9b13-0410-9fdd-eb0c1a62fdaf
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@@ -116,7 +116,7 @@ OpenLayers.Geometry.LinearRing = OpenLayers.Class(
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* y - {Float} The y-displacement (in map units)
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*/
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move: function(x, y) {
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for(var i = 0; i < this.components.length - 1; i++) {
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for(var i = 0, len=this.components.length; i<len - 1; i++) {
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this.components[i].move(x, y);
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}
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},
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@@ -131,7 +131,7 @@ OpenLayers.Geometry.LinearRing = OpenLayers.Class(
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* origin - {<OpenLayers.Geometry.Point>} Center point for the rotation
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*/
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rotate: function(angle, origin) {
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for(var i=0; i<this.components.length - 1; ++i) {
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for(var i=0, len=this.components.length; i<len - 1; ++i) {
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this.components[i].rotate(angle, origin);
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}
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},
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@@ -150,7 +150,7 @@ OpenLayers.Geometry.LinearRing = OpenLayers.Class(
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* ratio - {Float} Optional x:y ratio for resizing. Default ratio is 1.
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*/
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resize: function(scale, origin, ratio) {
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for(var i=0; i<this.components.length - 1; ++i) {
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for(var i=0, len=this.components.length; i<len - 1; ++i) {
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this.components[i].resize(scale, origin, ratio);
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}
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},
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@@ -168,7 +168,7 @@ OpenLayers.Geometry.LinearRing = OpenLayers.Class(
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*/
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transform: function(source, dest) {
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if (source && dest) {
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for (var i = 0; i < this.components.length - 1; i++) {
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for (var i=0, len=this.components.length; i<len - 1; i++) {
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var component = this.components[i];
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component.transform(source, dest);
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}
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@@ -188,7 +188,7 @@ OpenLayers.Geometry.LinearRing = OpenLayers.Class(
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var area = 0.0;
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if ( this.components && (this.components.length > 2)) {
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var sum = 0.0;
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for (var i = 0; i < this.components.length - 1; i++) {
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for (var i=0, len=this.components.length; i<len - 1; i++) {
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var b = this.components[i];
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var c = this.components[i+1];
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sum += (b.x + c.x) * (c.y - b.y);
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@@ -309,7 +309,7 @@ OpenLayers.Geometry.LinearRing = OpenLayers.Class(
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);
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} else {
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// check for component intersections
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for(var i=0; i<geometry.components.length; ++ i) {
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for(var i=0, len=geometry.components.length; i<len; ++ i) {
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intersect = geometry.components[i].intersects(this);
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if(intersect) {
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break;
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