ActionScript 3.0 :: Flash Is Slowing Down After While
Nov 24, 2009
I have a gallery flash that loads a pictures from xml. The pic slides on from the right. When btnNext is clicked it slides off to the left and the next pic slides on from the right. There is also a btnBack which slides on the previous pic. There are around 200 pictures.
how to remove the pictures when they are off stage. It definitely helped but its not yet resolved.
This flash is quite processor intensive with the amount of graphics. But the thing is, when the flash start off it goes fine but after so many pictures it starts to chug. Which seems to me that there is somehting it is not GCing or something of the sort!
I have a gallery flash that loads a pictures from xml. The pic slides on from the right. When btnNext is clicked it slides off to the left and the next pic slides on from the right. There is also a btnBack which slides on the previous pic. There are around 200 pictures.
I have now spent weeks on and off trying to figure out why it slows down and starts to chug! I figured out, with the help of individuals on this forum, how to remove the pictures when they are off stage. It definitely helped but its not yet resolved.
This flash is quite processor intensive with the amount of graphics. But the thing is, when the flash start off it goes fine but after so many pictures it starts to chug. Which seems to me that there is somehting it is not GCing or something of the sort!
I editted it from a template and I find that the scroll seems to be too fast. Is there a way to slow it down or make it clickable instead? The website isI dont have a css file, it is all done within an fla
Code: var foodArray = new Array(); var loopCounter = 0; var newNum;
[Code].....
But I get this problem in flash when I test or view the external .swf:
"A script in this movie is causing Flash Player to run slowly. If it continues to run, your computer may become unresponsive. Do you want to abort the script?" Then two buttons, "Yes" and "No".
When I click "Yes" the swf plays and my numbers in my array trace out non-repeating, the way I want, but the rest of my movie behaves funky.
After noticing a gradual increase in lag in a game I'm writing,I started a brand new project and wrote this simple counter to test if it would slow down eventually as well. Unfortunately,once the count reaches about 20,000 , there is a noticeable decrease in FPS. What's going on?
Code: var count:int = 0; stage.addEventListener(Event.ENTER_FRAME, mainLoop); function mainLoop(e:Event):void {[code]....
My main flash movie is made up with scenes, on each scene I have used the UILoader component to load external swf content to the main movie, the first one works fine but gradually with each loop the movie slows down, i have a globe in one scene which is looking really juddery
Any way to prevent a simple mc from slowing my main movie. As you will see, I uploaded 2 exact versions of the same movie but the first has an extra mc with a simple rotation of a shape in a 30 frame tween. and on the other that mc is not animated. The rotating mc is the light rays behind the purple spintop. And you will notice on the animated rays version, that the whole movie along with other mc's slow down. Some computers more than others. You'll notice the difference comparing the 2 movies if you wait for the flying gadget to appear.
Here is the link with the 2 examples: [URL] (The rays_mc is a star shaped graphic symbol in flash vectors, not bitmap) I've tried rotating the "rays_mc" via: 1. tween with 30 frames 2. Frame by frame with 10 frames 3. Using the _rotate parameter with onEnterFrame 4. I've thought that maybe the gradient fill was causing that slowdown, so I tried a solid fill but it was the same. And all of them result in the same outcome. I don't understand why such a simple mc slows down the whole thing.
How does Flash deal with elements that are off-stage?Obviously Flash doesn't actually render them (because they don't appear anywhere on-screen), but is the process of rendering them still existent, slowing down my game as much as it would if the elements were on-screen?
Or does Flash intelligently ignore elements who don't fall into a renderable area?Should I manually manage removing objects off the DisplayList and adding them back on as the exit and enter the stage, or is this going to be irrelevant?
I'm using CS4 Professional with ActionScript 2.0.I'm working with a movie that contains 23 Tab keypress interactions, each of which uses this code (with each one navigating to a different frame number):
Actionscript Code: var kl = new Object();kl.onKeyDown = function(){ if(Key.isDown(Key.TAB)){ gotoAndPlay(20); }};Key.addListener(kl);
I'm still having some problems understanding these touch events...or maybe something else..can anyone enlighten me as to what i'm doing wrong in this code?? Only left as1&2 to go to 3 recently so I'm sure I have bad habits and misconceptions but. In the IDE i have a button on the stage called: "touchBtn" and a textfield called "timer"
the problem i have is that if i touch the button fast / lots, the display rate really slows down...I know this is down to something I'm doing totally wrong but not sure what..
i have this slider effect and would like to reduce the transition speed between images, thus the circles take longer time to pass, anyone can help me out?here is the link for downloading the flash file[URL]
I have a problem with the camera slowing down in my project.I thought it could be because of the complexity and memory consumtion of this work, so I created a completely new movie, typed such code:
quote:
var camera:Camera = Camera.getCamera(); var video = new Video(camera.width, camera.height); video.attachCamera(camera); addChild(video);
[code]....
And... this time the camera's fps stayed 25fps all the time. To be honest - I really don't know why :| I mean, I'm happy the fps stayed stabily at the level, but I don't know what to do in the mentioned, complex, project to make the fps faster. I can't just add the trace line.
I have a slideshow on the opening page of my website and about a minute and a half in, it starts to slow way way down. It looks choppy and really bad - I had the slide in its own file and it was fine - then I made it into a single movie clip and cut and paste it into the website on the first frame so it would play automatically right away - then it started doing the slow thing when I previewed it
I'm currently creating a rewind function that makes a video go to a certain frame number when a button is clicked. The issue is that the code is shooting through the frames too quickly. Is there any way to slow this down?
I created a very simple application that increments a counter and displays said counter on the stage. At around 18,000-20,000 iterations, I noticed a serious drop in FPS. Here's is the entire [code]...
Is there a way in AS to double the number of frames instead of manually going back into the movie and adding more frames or slowing down the frame rate? I need to slow this movie down, but I don't want to sacrifice quality
I'm currently creating a rewind function that makes a video go to a certain frame number when a button is clicked. The issue is that the code is shooting through the frames too quickly. Is there any way to slow this down?[code]
I have a problem with my movie clips slowing down when another movieClip is being played. I have the interface and transition completed, but everytime u click a button, the transition element moves extremely slow, because my buttons themselves contain movieClips. Is there anyway to have the movieClips move at proper speed, even if they overlap one another, and play at the same time
I have a tileList that I'm loading swfs into. One of my swfs has a particle system in it and every time it is loaded into the tilelist the particle system slows down. Every time the swfs are loaded I use tileList.removeAll() to clear it and then tileList.addItem() to repopulate the tileList. My guess is that this isn't actually unloading the swfs completely so they are building up in memory. What do I have to do to unload the swfs completely to prevent them from slowing down?
I am using the ENTER_FRAME function with Math.random to animate / simulate a random number range, as you might see in a digital voltmeter for instance.
the range goes from 12.0 to 12.9 and works good, but my problem is that i need to slow down the rate at which the numbers change.... A LOT.
Is there anyway to do this without slowing down the whole timeline???
Currently my AS is confined to the digital volt movieclip.
This is what i have:
addEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler_1); function fl_EnterFrameHandler_1(event:Event):void{ var newVal:Number = 12 + (int(Math.random()*10)/10); volt.text = newVal.toString();}
I work on a PC and use flash CS3 and am truly struggling to slow down this entire file someone kindly made for me. I can move all the end key frames from 40 frames to 600 frames but it is working out how to do the others accurately plus the key frames on the arc start line which is the 3rd line down.
To cut a long story short, i'm learning flash in order to get a job in 2d interface design. I had some basic knowledge of the software prior to this, but i needed to further my animation to compliment my design skills, so bear in mind that this is my first major flash project. So far, everything was going well, and i was managing to achieve my vision so to speak, but i have hit a brick wall with this problem. The interface starts with three menu options, single player, multiplayer & settings; each staggered behind and to the right of the last. However the transition i have made between them (basic motion tween with blur filters changing slightly) stutters everytime.
I have uploaded the animation here so you can see for yourself. Also, here is a screenshot of the timeline for the first transition: It does it a little bit in the scaled down version, but if you view it full screen it really slows down. Also, if anyone can be bothered to wait through the slow stuff to see the animation that works
I have a main movie in which I load two types of external movies, pages and themes. My main swf slows down which each click of one of the menu items. I've tried doing and unloadAndStop for the external swf's but that does even put a dent in the flash player memory usage as shown by System.totalMemory trace.
A theme will load in an empty movie clip(acting as a container) on the stage, then a page will load in another empty movie clip on the stage. For example, pageContiainer movie clip will receive page1.swf. themeContainer will receive themeNeutral.swf.
I'm thinking this should not be an issue, as each movie clip simply receives an external swf, which is then replaced by another external swf upon a given load command. But I can't seem to get the looaded SWF(s) out of memory and the System.totalMemory just keeps going up and up.
I have an Image gallery built where the images scroll on a loop from right to left. When you rollover the centre of the gallery it stops so that you can pause to see the image. When you roll off it then starts scrolling through the images again. how to get a motion tween on this using as2. I want it to slow gradually to a stop and then start moving gradually when you roll off.
I'm making a tile based platformer game in AS3. I started it in CS3, but just installed CS4. It works great for a minute, but then it starts slowly losing frame rate..
I imported Embaded Movie to Flash (that won't be on my TimeLine to save space), and i m using the FLVPlayBack to run it. My problem is that the player plays the movie too fast for displaying. Is there a way i can slow down the movie?
I have a nice, small animation in a header I've made for a website that looks very crisp and clean in flash, but when I upload it onto my website or preview it in a browser the framerate is lower than how I designed it.
Using Flash 8 - AS2. I have a movie clip that moves from side to side based on the position of the mouse. If the mouse is right of center, the movie clip moves left, the speed based on the distance of the pointer to the center. Conversely, the same for the other direction.
Here's the AS on the clip event: PHP Code: onClipEvent(load){ speed=10; }onClipEvent(enterFrame){ this._x += (_root.center-_root._xmouse)/speed; } (the speed variable is just a simple method to slow down my motion.)
Now what I need it to do and can't figure out out is this: > How to get it to have upper and lower limits of motion. > How to get it to slow down and stop at the upper and lower limits > How to get it to stop at the limit until the mouse triggers movement back in the other direction
Logically, it could be said in this manner: 1) Move the clip right or left based on mouse position. 2) If clip _x nears the maximum (or minimum), change speed as a function of the distance remaining to the extent - in order to slow down the movement. 3) When clip _x reaches the maximum (or minimum), stop motion and permit no further motion in that direction.