AS3 :: Professional - Performance In IOS - Animations Run Really Slow (CS5.5)
Feb 18, 2012
I have created an app in CS5.5 for Android and iOS. I have tested on two Android devices and everyingthing works fine. However, on an iPad and iPhone the animations are really slow. Here are some more facts:
1) My project has many scenes and in the problems scene there are upwards of 1,200 frames. But even simple animations run slowly.
2) The frame rate is set for 24 fps.
3) I have created a universal app (iphone and ipad), publish resolution is standard at full screen.
4) Ironically, I have already tried caching as bitmap. That actually slowed my animations even more. I am truely at the end of the line here and don't have any possible solutions.
when I create a medium or large text block, Flash (cs4) starts to work very slow, only a objet move or a click on stage takes a lot of time to process. My computer features should be ok... 4gb ram, intel 2 core duo 2.4 hz... The only thing that I think can be a problem is that I'm using Windows Vista 64 bit.
I'm curious when Adobe are going to repair the performance issues inside component inspector panel in CS5? Scrolling through the properties of some components is ridiculously slow, 486 like slow...
I'm new to flash and I'm working on an animation project for my class.I decided to do half of it as single cell animation and half of it using tweens and whatnot.The parts that are single celled are moving WAY to fast and are throwing off the flow with my tweens. It's a requirement of the project to have atleast 20 fps, and I don't have enough time to dedicate to drawing tons of more cells.For example, I have one animation made up of 40 frames and it needs to be stretched to about 100 frames.I've tried copying all of the cells into a movie clip and attaching a stop(); method at the final frame in the movie clip, then importing that into my movie and stretching it to the length i need, but it just runs at the normal animation rate and then stops until the timeline gets to where it's time for the next event or scene to take place. It sort of looks like i need to find a way to control the fps of my movie clip independently of the entire movie, but how would i go about that?how i could go about extending this?
I have recently developed a standalone Flash entertainment system, containing Flash games and screensavers etc., i have also included a third party mp3 player.
The problem i have is the PC is left switched on daily and the system is used quite heavily, i.e mp3's playing in background while screen savers are displayed and games are played.
Everything starts fine but after a few hours the flash animations slow down to about 2 or 3 frames per second, then the PC will finally crash.
I have a DataProvider object which loads an XML object during instantiation. I set my datagrid.dataProvider to the DataProvider object. There are 13 columns, and approximately 40 rows.
Scrolling the datagrid, and resizing columns has alot of lag. Is this to be expected when using the DataGrid component with larger datasets?
for the past couple of weeks I've been learning AS3, and for a school project I'm doing a remake of the popular DOS game Liero. Everything is working fine, I got a layer of dirt that I am shooting away, but the problem is that after a few hundred bullets, the game starts to lag heavily whenever a shot is fired.I'm using a simple bitmap and a brush to erase the parts where the bullets hit.
// Drawing stage bmap = new BitmapData(1100,800, true, 0); dispBmp = new Bitmap(bmap);
I have 500 small objects, I would like for them each to rotate (spin) constantly, I have seen a few methods for doing this, but what would be the best way to do this so performance doesn't slow down?
This is the first time I have used a FLV with cuepoints. I have a flv which loads into my swf which I have added cuepoints to on import. I have a series of buttons over the flv and when you rollover these you skip to various points in the flv. This works in principal but in reality it is a little slow, especially when it first loads. I am assuming this is because the FLV is still loading (although I am testing this locally and it will never be used on the web). If this is the case I think I need to make sure the entire flv is loaded before i show it. Secondly, is this the reason the rollover animations are slow to start or is this an inherent problem when using FLV? Is there anything else I can do to make it more responsive?
I have a Flash movie that runs full screen, but with StageScaleMode.NO_SCALE so that the actual movie size is the same as it would be if I ran it not full screen.
There is a huge difference in performance between full screen and no full screen. This is despite the movie taking up the same screen space.
My scene has a video background which scales to the stage size. Then, each section has another video when transitioning in. The problem is that the videos play really slow than they should, very low fps. When there are 2 videos on the stage, it goes even slower. I've tried with embedding videos, using FLVPlayback, wrapping in movieclips, but still the same result. The videos are exported at 30 fps, same rate than the flash movie.
In a SWF file, when I am using the following code to move backwards to a previous frame, it is incredibly slow -- Taking around 2 seconds. Where as moving forward to next frame takes 30-40 milli seconds.
In terms of performance, does loading .swfs into a flash movie have any implications. I've been experimenting with loading complex swfs into a simple movie and the complex .swf seems to perform a lot slower within the .swf than as a standalone. The host movie has no other funcitonality other than as a simple container. Is it in general terms better not to load .swfs into a movie but to code everything inside 1 movie ?
To try to avoid lag in the main animations (few ones, 5 I think), instead of having all the contents load as external movie clips in a movie clip called contentsMC (for instance), I used that contentsMC clip to contain them all, in several frames. There's no great problem in having all in one, since the contents are mainly text. The contentsMC shows up in a masked area inside the main movie clip.
I also have a transition effect, under that masked area.
When I press a button, it uses the command loadContent = #; And sets the transition effect movieclip play ( transitionMC.gotoAndPlay(1); ).
At the mid point of that transition effect (when it covers the actual content), it has the if conditions required to display what was asked.
if (loadContent == 1) { _parent.contentsMC.gotoAndStop(1); if (loadContent == 2) { _parent.conteudos.gotoAndStop(2);
and so on.
However, when the transition effect is ocurring, all the animations in the main page become really slow, until it ends. Also, if I use anything inside the contentsMC, such as a scroll bar, the same lag occurs. That lag happens both with the always running animations (they are 5, I think) and with any other animation triggered during that, for instance by the onRollover effect of a movieclip.
To try to reduce that, I had set the framerate to higher values. First I set it to 50, then 60, and now it's currently at 90 (I only set it to 90 as it displays quite slower on the browser)
I am using a custom Flex skin to create an active blur/frosted glass effect on the background of floating Panels, TitleWindows, and other containers (similar to http:url....). There is a background image in the Application skin, and potentially any number of other components above and below the active blur component. Here's some relevant code within the skin:
public static const BLUR_FILTER :BlurFilter = new BlurFilter(16, 16, BitmapFilterQuality.HIGH); private var _bitmapFill :BitmapFill = new BitmapFill; private var _matrix :Matrix = new Matrix;[code]....
Unfortunately, the performance of this when the component is being resized, and especially when moved, is poor. There is noticeable drag delay and overall slowdown, and this is with only one popped-up TitleWindow in the test application. There is especially poor performance when components inside the TitleWindow are changed (button hover states, etc.)I've attempted to optimized a little bit by avoiding reinstantiation of the blur filter, bitmap fill, and matrix, but this has had little or no effect. I removed the blur at one point, just drawing the Application to a bitmap, and the performance is still poor, so it's clear that it's mostly the BitmapData.draw() call.
I've read about using scrollRect and cacheAsBitmap, but I'm not sure where to apply these properties (or other optimizations I'm not aware of) within the Application or its components.
If I have a couple of animations in a single folder, it doesn't look like there is a way to animate the folder as a whole, so is it possible to group all the animations somehow and animate that?
I have uploaded my Dreamweaver CS5 web site and the flash/swf files don't appear.What files are suppost to be with exported swf files when uploaded so they appear on the web on my web site
I'm devloping some library classes for flocking/steering behaviours on large numbers of objects (2000+). I'm finding that at < 500 instances, performance is reasonable. As the numbers increase, framerate bogs down.
I've seen remarkable performance with libraries such as Flint or Box2D with ridiculous #'s of particles / objects, so it should be possible to optimize / refactor my code to be a bit better.
I'm aware of the basic optimizations, such as bitwise operations and optimized for loops. Are there any more fundamental approaches I should be considering? For example, currently each instance is a vector-based MovieClip. Would working with BitmapData be more efficient?
Will I take a big hit in performance using nested ViewStacks? Should I strive to handle all navigation in one ViewStack and push children manually or will the affected performance be negligible?
We have a medium size Flex 3.6 application that contains around 20 different page views (managed via a single lazy ViewStack) each having multiple components. Most use custom renderers.All model data is loaded at startup and changes to model instances are communicated via binding and/or collection change events.Once the user has viewed each page at least once, all page views are instantiated and happily listen to update events.Which in effect means that each time a model instance changes, all interested views receive that event and compute derived data or trigger item-renderers.I have tested and confirmed this behaviour in a proof-of-concept application. Even when setting a list to being invisible, it still listens to collection change events and invalidates any renderer affected.What would you do?
Im developing an interactive in wich I use many animations either frame-by-frame (image-by-image) or with an embedded flv in the timeline and I have noticed that all of them don't play smoothly when first played, but once the animation has occured once they play the way its supposed to be. Im assuming is because once played an animation gets into the machine cache or something, so I wanna know if there is any way to force an animation to get into the display cache before is played.
i made a animation with flash, well. i made two animations.i want to put them togheter but i don't now how.so two different filesDesign.fla It has to be:Official Design.fla
What is the best way to convert an animation created in Flash to a .mov file. I've tried the export movie command in the file menu, changing various settings in the publish settings in Flash and and in the Quicktime options boxes. But the resulting .mov file has all kinds of fragments and artifacts. Has anybody had any luck creating animations in Flash and then converting them into a format that can be assemble in iMovie?
I'm fairly new to Flash and I'm having a bit of trouble. I've created two animations. One's a bouncing text animation and the other animation is a series of twinkling stars. I've added a key frame stop to keep the bounching text from looping, but I want the twinkling star animation to continue to loop. Is there any way to have one animation stop and the other loop?
I need to create animations fron a set of jpegs. I can layer selections in photoshop; create symbols in Flash, although When I open a multi-layer psd in FL, don't always get multi-layers in FL. More importantly, what graphic/symbol formats are required for the typical animation techniques (eg, different tweens, bones, puppet).
I have 2 Flash animations, both tweened and working as intended, and now I'd like to make a third flash animation which will be composed of the other 2 animations playing after each other (with a few empty frames in between). How I do this? I tried just adding them to the time line and giving enough frames, but that doesn't do the trick.