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?
I'm trying to know if you can copy the pixels of many objects in one BitmapData without a huge slowdown. The slow down is made by calling the method multiple times, thus making a lot of variable declaration and disposal for the garbage collector. If someone know how to either immitate the copyPixel method or have any other way of solving this problem,
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 have this PHP page that lists several people. When someone clicks on one of the people they are sent to another PHP page that has their video greeting in a .swf embedded into the page. This works by the php writing the path to the greeting video to the xml file that the .swf loads and plays.
Well in firefox it works perfect, but in IE when they try to click on another greeting the original greeting still plays. Its like the swf is caching the first greeting and refresh of the page does nothing to alleviate this. Is this a problem with the swf caching? or XML caching? or am I totally clueless?
When I publish the file, I'm getting the following error message in the Output panel:
**Error** Scene=Scene 1, layer=Layer 2, frame=1:Line 7: The class or interface 'BitmapData.loadBitmap' could not be loaded. var plaid:BitmapData.loadBitmap("plaid");
I am trying to use the reflect class from "http://pixelfumes.blogspot.com/2007/03/reflection-class-v3-with-source .html" but I keep getting this error:
ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData() at Reflect() at Site_fla::GalleryPage_29/loadThumbs() at Site_fla::GalleryPage_29/sortXML()
[Code]...
btw, first I used assigned thumbContainer as the mc argument (outside the loadThumbs() function) and it worked but not exactly what I wanted... because I thought it is supposed to update when the movieclip is animated but it actually didn't... when I use a scroller, only the thumbs that are first loaded to the stage get the reflection..
I've been using BitmapData.copyPixels() to draw graphics onto a canvas (Bitmap).I need to rotate the resulting graphics without the use of draw() because it's vastly slower.How can I rotate the target graphic? I'm assuming that there might be a formula or library that I can use which will first reorganize the pixels that make up a graphic based on an origin (point) and radians.I'm pretty certain that I'm not capable of creating such logic, so if there are any known libraries that do this, that would be awesome.I'd like to achieve something similar to XNA's SpriteBatch.Draw() method, which accepts rotation as its 5th argument.
how to use the bitmapData collision method. Now I'm trying to figure out if there is a way to see at what angle or coordinate of the bitmapData the collision happens? I need it in order to figure the accurate bounce angle after the collision occurs.
I'm currently working on a flash game and I need to know how to addChild a BitmapData or draw a BitmapData to screen. If I can't than how can I give a DisplayObject my BitmapData?
I've made a mobile version of my software, with low-res images and such, and I can now fully buffer all my content (including a 360 frame animation which is buffered to memory). Problem is, that everytime I update the view, more memory is used.When I write image = new BitmapData();, does it store the previously created BitmapData's in memory? Do I have to flush the memory somehow before I draw my second picture in BitmapData?Example:
ActionScript Code: // In this example I draw using the same bitmapData several times, also //overwriting the first image. Do I have to somehow delete the data first, to
I am having an issue with using BitmapData.draw(stage). I am getting the following error:
SecurityError: Error #2123: Security sandbox violation: BitmapData.draw: file:///C|/Documents%20and%20Settings/bla...bla...bla.swf cannot access null. No policy files granted access. Here is a portion of my code:
var bd:BitmapData = new BitmapData(2800, 2100); bd.draw(stage);//this is where the error happens All of the files referenced (.xml/.jpg/.swf) are located in the same local folder as the main .swf. How do I get around this error? The main objective is to print the stage using PrintJob(). I am using Flash Professional CS5.5 and publishing to Flash 10.0/10.1. Let me know if I need to supply any more info.
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.
The title might be a little misleading. Look at my code and I will explain
public static function loadTile(tileDir:String = "empty"):void { if(tileDir != "empty") { tPoint = new Point(0,0); tRect = new Rectangle(0,0,30,30);
[Code]...
I am trying to do tiling with sprites. I want my tiles to be interactive, so that is why I am using the sprite object instead of using regular bitMaps to represent my tiles. You might be wondering why I wouldnt just use graphics.beginBitmapFill(tImage); and graphics.drawRect(0, 0,tWidth ,tHeight ); to pick out the tiles I want to use. Well reason being is because it turns out that drawRect() first and second parameters actually alter the location of where the actual sprite sits at.
So if I set the x and y properties of the sprite to x = 20, and y = 20. then I set my drawRect(20,20). it actually adds an extra 20 pixels to my x and y coords of my sprite. And I know the reason why, I just need to know a better way.
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 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.
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?
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.)