I m making a wbt for kids which is supposed to run from internet thru a 56K modem. could anybody tell me what all consideration should be taken into account to download it faster & run faster as well.
some DO's & DONT's. the wbt has lot of grfx, animation & intercation.
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?
So I basically have used the fileReference class to allow the user to download a determined file if he wants to.
I use the file.download(URL) function and it works well.
However, the file is downloaded and saved to the hard drive using only the flash player. The browser is not aware of the download, and thus, if I want to show the progress of the download I'd have to make some progress bar myself. I know how to do it, but it would become really tedious and take too much UI space.
Isn't there a damn way in Flash to "send" a determined file to the browser so that it prompts the user to download it? It's an image file, so navigateToURL doesn't cut it since it will just display the image, both if I use a new tab or the current one.
I'm working at a company which has high security environment.Akamai Download Manager starts to download a trial Flash CS5. However, it stops quickly and downloads nothing (zero byte).I want to download a trial Flash CS5 without Akamai Download Manager!
I generate a HTML page with VB.Net which stores several pinks to files. These links are formatted with JavaScript looking like the Windows-Explorer with folders and files. The problem: There are only download links for the files, not for Folders. A folder can contain Subfolders ,a List of Files or a combination of both. So if I want to download a folder, I have to click manually on every file-link. I have not the possibility to insert PHP or another Server-side language. my question now is: Is there a client side way to Download them by click on a Folder? I prefer Javascript but If it isn't possible Flash will be ok also.
I want to download files from the server side to client side without prompting a window to the user to download when any updates happen at server side.Right now I am using urlstream class but first file is downloading completely rest of the files contents downloading partially.
editCode sample taken from other post. Warning: it's a huuuge chunk o'code.
Does anyone know of some tips when embedding an .swf into a .pdf? I've been working on this for a couple of days, and the .pdf has some significant issues playing my swf when the swf plays well from the IDE and the browser.
I'm running Flash CS4 on a laptop and find it gets sluggish. I find when I restart my computer, I can work at a good speed for a while, but eventually it becomes very laggy - why is this?
Can I dump the cache files or something to simulate the restart? I've reduced the undo history to 10 - any other tips for CS4 on a mediocre machine?
When I have an animation, 180 frames long which contains just some small animations and its running at 120 fps no problems. Now I add a keyframe on frame 90 where a large static image pops in. A 1280x800 background image for example, completely static. Then I try to run it at 120 fps and I get a small freeze(0.25s-0.5s) on frame 90. When I add this large image at frame 1 and set visibility to false and on frame 90 I set visibility to true, I have no problems. So the problem should be in instancing the large background object. What can I do about it? Is it possible to get rid of this problem and still keep using the timeline for animations to not hardcode everything because of this?
PowerMac Dual 2.3 GHz G5/8 GB RAM I suspect I'm not using best practices, as this is my first project, but my the flash file is getting very sluggish to work on. The swf (AS 2.0) publishes fine and runs OK off the server and in the browser, but the Flash application is slowing down to a crawl making work very unpleasant indeed. Not that it was ever that fast to begin with. The Flash file size is presently 15 megs. It's got a log of symbols in the library and a lot of small jpgs used as navigational buttons, and utilizes many instances of the loader component to dynamically load external files: Is this too much of a demand on the app's resources? I do think that some of this has to do with a poorly implemented user interface (first attempt by Adobe to make Flash "look and feel" like a CS app), but I'm sure there are other issues.
I am working on a flex application. The application occupies 100% of the browser screen, but it is slow to load. How should I improve the performance, what are the best techniques one should follow for improving the performance of a flex App. I did try some stuff though, I am not using relative layout instead i am using absolute layout and putting the buttons/images etc at exact places in a Canvas, still i feel it is slow. Can I profile the App or flex code to see where exactly the app is taking the maximum time to execute.
I have quite alots of display objects to manage during runtime, so Im currently using Arrays to manage them. But the problem is I have few many types of displays objects(eg. Tile, Npc and Building) which are basically MovieClips linked to the library. Each display object plays different role where it will be checked on enter frame, a loop.Method 2 sounds much more faster and extensible however Im worried if it would affect the checking rate of each display object during runtime as the displays:Array grow larger and probably making it glitchy.So which one of the following method is faster+less glitchy and explain why you choose it.[code]
Is AIR nativeprocess able to receive message from Java program and process every line of message as fast as possible in milliseconds? Does it has a miss read or delay?
So I'm wondering if lowering FPS from my default (30) to around 20 would improve performance. Is there are link between the two because a computer running a 30fps program would have to update more often than one running at 20fps? Or does it just matter that you maintain your default fps?
I'm making a mobile game with lots of objects scrolling down the screen and I seem to have a weird performance issue which I'm not sure why it occurs. These objects are all bitmap objects and it works completely fine with 40/40 fps when there isn't a background behind. But once I added a background behind my framerate starts to drop and ranges from 30-40. Anyone has any idea why that's happening?
I was wondering about the performance of duplicateMovieClip. If for example Ive made a small square using the rectangle tool, made it into a movie clip, and then duplicate it like 100 times, placing them different places on the scene.
How much will this affect the performance? Is there a better way to do it? (how?)
I have built an interface that attaches movieclips to the stage in an orderly fashion loopoing with setInterval as well as onEnterframe. All onEnterFrame functions are deleted when they complete their task, same goes for setinterval functions. But yet when I run the movie it taxes my cpu like crazee. I am moving from frame to frame, after clearing intervals, in order to start the next bunch of loops. I am most positive that all setinterval instances are unique and are being cleared respectively. I have no idea why this is happenning...maybe flash is moving to the next frame before clearing the interval?
I have attched a zip file with .fla and an xml file called test.xml....there are a lot of trace actions setup to monitor the execution of the various functions used to clear intervals..
Will OOP reduce the performance of the application.I have to query 4 database with more than 1000 rows between each user inputs to give the output. The whole thing must be less than 5 seconds to the maximum extend and an average of 2 seconds. Which type of design is better for performance.
I am trying to develop a game based on papervision and flash.the very basic idea of the game is that some 3D objects are falling from the sky and you have to catch them .. At a time there can be as many as 20 of such 3D objects on the stage.Now the problem is that these 3D objects are causing too much CPU usage .. I was hoping if there was another way to do the same thing and which causes less of performance issues ...
1.I have two classes suppose A and B
2.the class A calls class B
3.class B initiates a 3D sphere whenever it is called .. the Sphere has a bitmap image material .. and it rotates along the X axis on every enter frame event
4.class A has a timer function which moves the 3D object in the Y direction and also destroys it when the object reaches a specified Y position ..here are the code snippets ...
Class A :Code: public function onTick(e:TimerEvent) { if(Math.random() < spawnrate)[code]......
I was wondering about the performance of duplicateMovieClip. If for example I�ve made a small square using the rectangle tool, made it into a movie clip, and then duplicate it like 100 times, placing them different places on the scene.How much will this affect the performance?
I was wondering, because people do suggest this, but i've never explicitly had it verified:does the flash cs4 compiler actually generate a SWF file, that is more optimized and faster, than the flash cs3 compiler?and what about other compilers? custom as3 compilers, are there faster ones?I don't mean the time it takes to compile the .fla, but the speed of the SWF file.
I've been working on simple animation for a client, which you can see __here__.I have a few issues with performance. I have popped a fps counter at the top left and it seems to only run at around 30 fps on my laptop, I need it up to 60 though.
i was just wondering if anyone had any tips about getting the best performance from flash.I have used Shape instead of Sprite on the curves, which gave a slight improvement. Surprisingly I didnt notice any change in performance when I dont use the blur filter on the curves, which was odd to me.
i have a large flash game with tons of graphics and music.within the game, i'll only be calling several different movieclips and sounds at a time.. for example, about 20 movieclips and 4 sounds.meanwhile there are about 1000 other movieclips and sounds in RAM waiting to be summoned.does anyone know if all these files in RAM negatively effects the speed and performance of the game? or will flash only pay attention to what's currently employed on the stage?