ActionScript 3.0 :: How To Flush Flash's Memory
Mar 19, 2011
Right now, I'm doing a lot of byte write operations, and I believe this is taking up a bunch of memory, which is then throwing an error. Is there anyway to flush some unneeded memory every now and then? It's not flushing the memory every time I run it in the fla either.
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Oct 13, 2011
I've made a custom video player in as3. Everything works, but once a video has loaded and played through completely, if the user replays the video it continuously fires the NetStream.Buffer.Flush event until the video stops playing again (by either ending or by the user hitting pause). It doesn't seem to effect anything negatively, but I would rather not have an event continuously firing in the background like that. I can't find any documentation of this happening online anywhere. Is this normal behavior for a NetStream that has fully loaded?
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Aug 9, 2009
AIR seems to keep its own DNS cache when an application is running, and ignores any changes to the OS DNS cache (i.e. ipconfig /flushdns.More specifically, I'm creating multiple URLStream & URLRequest objects over a long period of time in a AIR application. Once the first one connects the host's IP address is cached for the lifetime of the application.And the URLRequest.useCache property,understandably,has no effect on DNS caching.how to force a host name to re-resolve inside a AIR (or Flash) application?
Note: Unfortunately, resolving the IP through a web service and rewriting the URL is not an option as a workaround.The use-case is downloading files from Amazon S3 using signed URLs which are invalidated if modified.
Update: The test results above were gathered on WinXP prior to AIR 1.5.2. Subsequent tests using 1.5.2 show serialized requests with URLStream.load() are re-resolved more frequently but still ignore TTL values.I still haven't figured out what conditions are necessary to trigger the re-resolution, but have noted a couple of cases that prevent it.For instance, if another asynchronous URLStream is active to the same host then requests use the cached IP address and are not resolved. And simply closing and dereferencing all streams to a host is not sufficient to ensure the same host name will be re-resolved in the next request.
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Dec 26, 2010
I notice that, when I pause the video, the event "NetStream.Buffer.Flush" is triggered. And according to the language reference: "Data has finished streaming, and the remaining buffer will be emptied.", I have to re-buffer it, right? However, also according to the reference, it shouldn't stop buffering:
Starting with Flash Player 9.0.115.0, Flash Player no longer clears the buffer when NetStream.pause() is called. This behavior is called "smart pause". Before Flash Player 9.0.115.0, Flash Player waited for the buffer to fill up before resuming playback, which often caused a delay.
I'm using Flash Professional to do the debugging, and the traced version number is: MAC 10,0,22,91, and it appears for both FMS4 and red5.
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Aug 24, 2010
I wrote an application in flash AS3, and when I trace from flash the total memory usage of the total application is only about 9MB, But at the same time Task Manager Shows the memory usage as 110MB. Around 100MB difference.Flash Trace Method System.totalMemory difference of the Trace from the Beginning of the application to end of the application.
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Apr 9, 2010
So I've looked all over the internet for this answer and have found nothing.I'm writing data to a shared object and need to know when it's successfully written to disk so I can take further action.Most of the time the shared object gets successfully written, but some times, for reasons unknown, it will fail.So my question is, what are the reasons a call to flush() can fail and how best can I avoid that case and ensure that its successfully written?
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Feb 22, 2007
[URL]its like the whole area of the window is flash, he has it ALL over without scrolling. now what im interested is in the no scrolling part. is it a size thing? and if it is, do the values have to be set in flash or in a program like DW?
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May 11, 2007
I have set the amount of data that my SharedObject can store to none, and Never Ask Again. But I cannot get SharedObject.flush() to return false as per the help system. Settings changed here: [URL]
Code:
stop();
var so:SharedObject = SharedObject.getLocal("myObj", "/");
// trap SharedObject memory limit set to 0
[Code].....
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Nov 23, 2011
How to flush SharedObject in a separate thread? FMS is blocking the program during write, and to save more than 2,000SharedObject takes about 15 seconds.
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Apr 22, 2010
I cant flush the shared object in my project. What can I do for that problem?
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Dec 26, 2010
I notice that, when I pause the video, the event "NetStream.Buffer.Flush" is triggered. And according to the language reference: "Data has finished streaming, and the remaining buffer will be emptied.", I have to re-buffer it, right? However, also according to the reference, it shouldn't stop buffering:Starting with Flash Player 9.0.115.0, Flash Player no longer clears the buffer when NetStream.pause() is called. This behavior is called "smart pause". Before Flash Player 9.0.115.0, Flash Player waited for the buffer to fill up before resuming playback, which often caused a delay.I'm using Flash Professional to do the debugging, and the traced version number is: MAC 10,0,22,91, and the streaming server is FMS4
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Jun 25, 2009
I'm writing a real-time app using a Flex/Flash client and my own server running on Linux.
I'd like to be able to send data from the Flex client in real time (in response to user actions). I've tried the following methods:
flash.net.NetConnection.call()
flash.net.sendToURL()
flash.net.Socket.write() followed by flash.net.Socket.flush()
[Code].....
The second nc.call() above won't send data to the server until the ACK for the first call has been recieved. I'd like to be able to send data immediately without waiting for that ACK.
If the round-trip time to the server is long (e.g. 300ms) I can only send data to the server 3 times a second. Ideally I'd like to be able to send data up to 30 times per second, but this is only possible with a RTT of around 30ms at the moment.
It doesn't matter if the server itself gets the data 300ms late - I realise I can't beat the speed of light.
Is there any way to get the Flash Player to send data without waiting for an ACK? In other environments this is done by setting the TCP_NODELAY flag on the socket but it seems I don't have that level of control in Flash/Flex.
Update: I think I may have stumbled on a workaround for this. I think the Flash Player tries to get the host browser to give it a separate TCP connection for each NetConnection object, subject to the connection limit for each browser, e.g. 2 for IE. The connection limit can be got around by using sub-domains (haven't tried this yet) so hopefully it should be possible to get closer to real-time behaviour by using a pool of NetConnections.
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Jan 31, 2012
I have a bit trouble with LoaderMax memory occupy, i have a queue, and i am keep loading images depend on user's action. if they click load more and it keep load, but i would like to clean the memory which been occupied by the previous queue (i have remove all the children been added by the loading previously). is there a way i can do it? the behavior like this.
[Code]...
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Sep 26, 2010
I have an FPS monitor running and notice that I am getting choppiness here and there, bringing my game from 40 to 27 fps and back and forth at certain stages. I have an idea of where it is happening, but do not know for sure. I looked up quite a few memory monitors but haven't found anything decent yet. Is there a memory monitor that allows you to see the memory leaked and find its location? If not, how about just he memory leaked?
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Aug 2, 2007
I'm making an isometric game and I need to know which takes less memory for scrolling, making everything invisible that you can't see? Like if(!this.base.hitTest(worldHitter))this._visible = false; Or would it be better to remove the movieclips unseen and then reattach them when i should see them?
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May 4, 2010
Right now I'm using Flash CS3 and, as my animation projects get to be a few thousand frames with four or five characters each with around 15 layers or so, things start getting really slow. I'll be getting CS5 tomorrow and I'm wondering how much RAM CS5 is capable of handling. I'd really like to speed things up. Or, as a side question, are there any tricks people use to keep things running fast once the timeline gets fairly long?
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Jul 26, 2010
I was playing a flash game when a friend of mine showed me some Cheat Engine trick where you can search for integers in a flash game. eg your score is 100. To find the score, you'll need to search for the value 800 in Cheat Engine—this is probably a popular trick nowadays.I've never played with Cheat Engine before, but I understand that it's a memory editor? I thought it had something to do with bits and bytes; 8 bits = 1 byte, but I'm not sure at all.why you multiply by 8?
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Nov 9, 2009
I'm using an online charting program written in flash. I have Flash 10 and IE8. Each time it draws a chart, my available physical memory decreases. On my WinXP Pro machine with an i7 processor and 4G RAM I can draw ~20 charts before available memory decreases to 1.6G and IE locks up. On my laptop with WinXP Pro, Core 2 Duo and 2G RAM with Flash 10 and IE7 I can draw about ~40 charts before available memory decreases to 160M and IE locks up. It seems that the only way to get the memory back is to close and then reopen the tab. Is this common to Flash or was this program poorly written? Would I have better luck with another browser
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Jun 23, 2010
have been making a digital portfolio that I plan on putting up as a website. Once before the project has gotten very large (at the time 500megs). Now this originally large project had gotten to the point where it was telling me there wasn't enough memory. What I did to fix this was copy and paste all the frames from each scene into several new projects and then piece those new projects together to remake my complete project.
I am now doing this again but at this point piecing back the last scene of mine is taking up too much memory. I have 4 gigs of memory on a 3.06 GHz intel core 2 duo imac. first off, should this be happening? Should 4 ghz be enough? second, it appears that flash projects tend to compile a lot of baggage; is this true? Thirdly, is there any way I can fix this without buying two more 4 gig memory cards?
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Oct 15, 2011
I have created a swf interactive content, but I notice that the more I click on the buttons, the more memory it consumes, how can I prevent flash consuming my memory instead of closing the entire flash and reload it again?
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Feb 1, 2010
Just curious, if I have a sprite on the stage with the alpha set to 0 does that take up just as much memory as a sprite that is visible? I imagine it does because it draws the sprite to the stage and then it has to set the alpha to zero.
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Mar 1, 2010
I am building a website which loads some collada objects for each area. But I couldn't manage to clean the memory. It seems impossible to kill the objects.
I've found some samples implementing destroy() methods for away3d internal classes, but they're not working as well.
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Dec 9, 2010
I'm making a photo browser. I load 15 photos as Images and add these Images to HGroup every time. When user presses 'next page', I first unload the existing Images by 'Image.unloadAndStop()' and 'Image.source=null', and then load new photos. However, it seems that the GC never works. The task monitor shows that the memory use of my AIR reaches as much as 1.2G! Some people said it's a bug of Image when you load a picture larger than 1.5M. Is it true?
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Jun 13, 2011
I have a loader SWF that runs some code in the background and loads other SWFs. Using this code:
private function loadScreensaver():void {
screensaverSWF = new Loader();
var req:URLRequest;
switch(areaNumber){
[code]....
I load the screensaver and add it to the stage. Using MonsterDebugger I can see that memory steadily rises from around 80mb upwards until the application exits (Im using windows projector). What I can't work out is why, there is no code attached to the screensaver SWF, just some timeline animations of things fading in and out.
EDIT:I've kept testing and found where I have an image that starts of stage then tweens on and off and is removed. When it loops it adds to memory again, as if the first image is still kept. This is all done on the timeline.
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Nov 10, 2011
I have 3-4 3 sec flv files and I need to play them multiple times I dont want to import the flv's and I cant load them dynamically everytime. can I load them at the beginning of my swf ONCE and play it anytime I want ?
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Dec 12, 2011
Would this cause memory leak ?
var mc:MovieClip ; //<<<<<<< OUTSIDE LOOP
for ( var i=0 ; i< 1000 ; i++)
{[code].....
"removeEventListener" is not used in any of the above code, so I think that both are causing a memory leak.
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Jul 6, 2009
How much memory in bytes can Flash normally handle? I have a fairly involved program that is running at 39MB usage and now may be causing some memory issues (I'm not sure it's the memory, since it was running smoothly up until I made a few code changes and now Flash freezes after making those changes). But anyway, I have been wondering about memory usage and Flash CS3 and felt like this was a good topic to dicuss. Is there a way to force an increase in available memory for Flash?
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Aug 20, 2009
I am doing a flash getting data from mysql. My Database is quite big (200+MB) with lots of datas. here is my problems, after using my flash for some searching, maybe because of calling mysql to get too much data (like getting 900 records with their names and images), my memory usage increase to over 2 GB. Thus my flash is dead. I need to restart it. Is there any ways to reduce the memory usage?? Or it might be some other problems. I am quite new at my job, so it might be something that I forget to close ot remove.
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Jul 4, 2010
So I was wondering does it cost extra memory when I import vector art stuff from Illustrator (CS5) to Flash (CS5) rather than making the shapes in Flash? Maybe Illustrator sends some meta data as well when importing so it may use more memory.
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Mar 29, 2010
I'm been working on a large-scale Flash game for the past 13 months, and a few months ago I was encountering an error message when trying to export saying, "Error creating Flash movie. There was not enough memory available." Here is a screenshot <url...> This isn't due to large videos or photos in the file, it's because theres a huge amount of frame by frame animation, so I can't just reduce quality.
I was off of a crappy laptop so at first I just bought a new computer with tons of ram because I didn't realize the software was an issue. This did not change anything (though I can run flash with less lag).
Then, I decided to do as much optimizing as I could. After a few months, all opimization possible as been done, and I have reached the point where I get the error again.
Then, I decided to cut the main file up into smaller pieces and link them together. This worked, but now some individual pieces require too much memory and get the error.
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