I was taking a more in-depth look at trying to optimize messages to use less bandwidth, and i see there are a ron of different tyes of info that can be included in a message: boolean, bytearray, double, float, hashcode, int,integer,long,string,uint,ulong,unsignedinteger,unsignedlong. me not being an uber programmer, I can't make heads or tails from all this. which would be the least bandwidth-optimized to send a small number (<100)? large numbers (millions)? decimals, short/long strings? and whats the difference between int and uint? are uint and unsignedint the same? and what on earth are doubles, floats, hashcodes, and longs(and ulongs)? i did a bit of research on the internet, but still can't wrap my head around it. wish it was as simple as AS2
sorry i know thats a lot of questions, but i'm probably going to be sending lots of messages to/from the server for my game and i want them to be as fast and small as possible.
oh and one more , am i correct in assuming the same types have the same properties (ie bandwidth, capacity etc.) in AS3? thanks a bunch.