I have a large band of images (1000px width aprox.) and I have an animation segmented in 15 frames that makes a tweening between the first picture and the final one, with stops on each 15 frames. So I have 2 arrows one to move on and one to move back, the one on the right simply do : _root.nameMC.play(); and the other one calls a function that makes to play the MC back.
the effect is really nice, you push right, and the MC goes rights, back and goes back, ohh, impresive , but, what If I'm on the 20 picture what means that I'm on px 800 or what is the same, I have pushed the button 20 times and I want to go back to the first picture or the third one?. So here's my question, I would like to make another navigation button that allows the user while this button is being pressed the band will play faster than It's really time line.
My question is, does a better, faster CPU necessarily equal faster SWF compile times? Or does it rely on something else (OS, memory, etc). I only use AS3 and some of my projects take a while to compile. If certain hardware can guarantee me a faster compile time, it'd be worth including those things in my shopping list.
I can make a normal preloader, with a bar and percent shown and so on... But I want to make a little thing in the middle of the preloader that rotates faster and faster when the percent loaded goes up. This is what I thought would work:
[code]in my original code..function "test" will change the x axis of the images by Timer..I wanna the x axis of the images can be changed after every two seconds..but when I run it..it's obvies faster and faster every time when the Timer dispatch the TimeEvent the delay always shorter than the last time.
I am making a flash game and I am trying to make it as efficient as possible. I need to set a timer and then do something after the timer runs out.So, that being said I am wondering which method would be faster (or more efficient):Making a timer object and listening to the TimerEvent.TIMER_COMPLETE or in the ENTER_FRAME event of the game checking a Boolean (time) and then if it is true, incrementing a variable until that variable is equal to x, then performing the operations.
I want to create a preloader that plays a certain amount of frames as it loads the rest of the frames. So, I have labels on the frames basically and need a preloader to play the "loading" frames as it is loading the "content" frames. Does that make sense? I have no idea how to even start this one... p.s. I am using AS 2.0, but if it can be done in 3.0 easier, I can switch over its no biggie
there seems to be no accepted method of playing multiple flv using buttons. My latest attempt has me putting multiple instances of the flvPlayback component in different frames and using buttons to navigate to those frames. It works but nothing anyone has posted anywhere will result in removing the flv when you go to a different frame and instance. This was simple in AS2. Load movie to a traget and each time you load a new movie the other one goes away. REALLY goes away.
basically im making a quiz on my main timeline ive got my questions and answers and on the last frame i want it to say how many answers the user got right. ive made a movie clip on this last frame. in the movie clip ive got 11 frames with the posible totals so frame one would be 0/10 frame 2 would be 1/10 etc what i want to do is when the user clicks the correct answer on the other frames i want flash to make the frames within the movie clip to go 1 step forward.
On a button click I would like to accelerate at a specific moment the movie (from 24 frames per second to 60) and then slow it down again to 24 frames per second.
I've created a flash interface with action script and the whole shebang for the web. It takes hours to load and I've seen sites with even more pictures and information load faster. I've compressed all my pictures and implemented various UI loaders to spread the load time out but it still takes a while. Does anybody have any tips and tricks to make my flash load faster?
I'm working on a project which draws circles continuously at framerate and animates them around the stage and I'm running into performance issues.
I'm already converting all objects to bitmapData as soon as they become static. My question is, will converting the circles to bitmapData as soon as they are drawn increase performance? In other words, is animating say, 200 bitmaps (with transparency) faster than 200 vector circles?
Are there any drawbacks to this technique? (I'm thinking opacity problems maybe?)
If they were more complex shapes than circles would the answer be different?
Compared to native apps, my Flex application runs like a hog born by a snail, especially on mobile devices. What tricks can I employ to optimize it's performance
I am using sendAndLoad to query a database that returns over 30,000 records. While the query itself is executed in 0.43 seconds (says phpmyadmin) the sendAndLoad takes some 15 seconds to be executed in AS2. I am wondering if there is a faster alternative to this method.
i've been kinda notified about loading external SWF's into a main time line and then some how positioning them where they are suppose to be. But heres my problem. My site is set up much more different then the typical flash website. the
ActionScript Code: gotoAndPlay(50) to go the certain links isn't on the main time. Its actually in a movie clip on the main page that when you click expands out and you can hover over/out of the links and all they do is show a little bit of content. I'e looked at what has the most MB's and it is my background. Just because it is very large. like 22 INches large. (It is scrollable with the mouse) But the background stays constantly there through out the whole time the user is on my website. How would I make this site load much faster. It takes like 5 mins to load my website.
I am doing this interactive display for school and I have 2 .swf games and 5 .swf movies or animations. My animations are loading ok and so are my games. However, when clicking the buttons to navigate through the whole interactive journey, the games will not go off of the screen. I have tried searching for codes, making up codes, and unloading the games, but nothing works! Also, I have to have the fps set at 12 for the games but I also have an interactive quiz, and with the fps at 12 you have to click the next button like 5 times to get it to slow down! Is there a way to make the time for one .swf faster then the others?
I'm trying to make a multi-player game. Should I use SharedObject, which I find REALLY simple, or XMLSocket to make the users communicate with the server? Which will be the faster option?
I have a test that loads and pre-caches 20 images(1280x720 px). After the loading is done I use copyPixel to cache the loaded data. I'm left with a catching time of about 2 seconds, resulting in an average of 100ms per image. I've tried every trick I can think of, nothing is making it any faster. I have one idea left:Do you think it would speed the caching up by frst comverting the images to binary, then loading the binary images and using setPixels to cache them?
for (var i = 0 ; i < 10000000; i++) ;stop();I've placed this code in frame 1 of a flash app. As you can see it does nothing but count to 10,000,000. This takes about 20 seconds to execute.
In C#.NET, this one line runs over 400 times faster. It can count to one billion in less time. Why? I could see it being faster in C#, but what could possibly be going on under the hood that could make it 400 times slower in AS, given that the one line should reduce to just a few machine instructions?
(If you're wondering, I've been tasked with porting some C# code to ActionScript. The code has some scientific calculations in it. But in AS they run so slow that it is unusable. This is the most basic example of the problem.)
I have a large xml passed from grails to flex. When flex receives the xml, it converts the xml into an associative array object. Given the large xml file, it takes too long to complete the loop, is there any way in flex to make conversion faster? Below is my sample code.
I made a Flex 4 web application. Upon testing locally, I already got satisfied at how it looks like. However, the swf's file size grew to around 6mb in size so when I uploaded it to my website and viewed it, it takes forever to load on a computer with quite slow internet connection. So my question is, how do I make it load faster? Should I:
separate it into chunks? If so how do I do it.
not put the embedded images inside the SWF but instead, store it outside in a folder? If so, how do I make it load on the background while the user is interacting with the primarily loaded parts of the web app?
I tried the benchmark on this site: Array vs. Vector vs. Linked list. It tests the performance of iterating over said sequences.Remarkably, iterating over a linked list is approximately 2.5x faster than a Vector.<int>. What is the reason for this counter-intuitive result?
I have a C++ application which sends images to a Flex/Air front-end via TCP sockets. All this data transfer occur in the same host, so the socket connects to a localhost server. The problem is that the Flex/Air takes a really long time to read the entire image from the socket. The server sends the image quite fast, but the Flex/Air reads this image in tiny parts. The whole image has about 300MB and the Flex/AIR reads only about 1KB each iteration. So the flex keeps calling the socket data callback, which is causing the application to slowdown.
Is there any synchronous sockets to use with flex, or some kind of socket which can read the entire data all at once? If sockets aren't the best choice, is there any other faster options? My socket class looks like this:
Flash is known to behave in very unpredictable ways ways when it comes to manipulating data. I'm curious that if there is any performance/memory benefit to using Numbers instead of ints aside from values that need precision. I have heard that some basic operations in Flash may convert multiple times between the two type to resolve the expression. I've also heard that Flash runtime, under the hood, actually maps ints to non-precision Numbers/Floats during runtime. Is any of this true?
I have a set of swfs that open one on top of the previous as buttons are pressed. Thing is, once you've pressed buttons so many times that there are a ton of swfs on top of one another, the browser begins to run slower.
Is there anyway to remove all the swfs under the current swf in the code without disrupting the running of the current swf?