# Stutters no matter the fps set

**URL:** <https://forum.kirupa.com/t/stutters-no-matter-the-fps-set/287175>\
**Category:** Uncategorized\
**Created:** [April 27, 2009, 4:32pm UTC](https://forum.kirupa.com/t/stutters-no-matter-the-fps-set/287175 "2009-04-27T16:32:05Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Multi\_Task](https://avatars.discourse-cdn.com/v4/letter/m/c6cbf5/32.png) [@Multi\_Task](https://forum.kirupa.com/u/Multi_Task)\
**Post date:** [April 27, 2009, 4:32pm UTC](https://forum.kirupa.com/t/stutters-no-matter-the-fps-set/287175/1 "2009-04-27T16:32:05Z")

</div>

First off, I am not an animator.

I am trying to create a feeder of sorts. I have tried different fps on publishing but always get the stutter no matter the speed. There are only 4 - 5 items in moveItemsArr and on screen at any given time. Here is my mover function that gets called via a timer:

```auto

private function actMover (event:TimerEvent):void {
            moveItemsArrL = moveItemsArr.length-1;
            for (var j:int = moveItemsArrL; j>=0; j--) {
                var currBit:Bitmap = moveItemsArr[j];
                currBit.x -= speed;
                
                if (currBit.x<(-currBit.width)) {
                    stage.removeChild(currBit); ///Removes instance that is past stage view
                    moveItemsArr.splice(j, 1);
                }
                
                var someOtherNum:Number = currBit.x + currBit.width * 2;
                if (someOtherNum == stageWidth) {
                    whereWeAt(); ///Adds another instance to stage at specific location
                }
            }
        };

////Timer stuff 
private static const FRAME_RATE:int = 30;
private var _period:Number = 1000 / FRAME_RATE;
timer=new Timer(_period);
timer.addEventListener(TimerEvent.TIMER, actMover);
timer.start();

```

Why do I get a stutter? How to achieve fluid movement? I am lost?

-MT
