ActionScript 3.0 :: Huge Slowdown Of Graphics Pipeline In Firefox
Oct 11, 2009
When I run my flash app in the default player it runs at 60 fps (the code is ~2ms a frame), but when I run it in firefox, the rendering phase is incredibly slow (~50ms).This is a relatively new symptom. I have not increased the amount of data to be rendered, but I have modified the type of data from MovieClips cached as Bitmaps, to straight Bitmap data... if that's relevant.[code]
Video broadcast using VLC to flv file. I am using the NetConnection, NetStream and Video to play it in a flash. In Chrome and IE everything works fine, but in Firefox and Opera NetStream often dispatch event NET_STATUS with info.code = NetStream.Buffer.Flush and NetStream.Play.Stop and video is a slowdown.
I have the code to copy parts of a huge loaded BitmapData to a target BitmapData that is just the size that I can display. I think I have set the scroll bars of an enclosing Canvas to show the size of the larger image and allow the user to scroll. Now I need to put the selected pixels on the screen. When I try to add a Bitmap component as a child of the Canvas, it get an error because Bitmap is not a UIComponent. What's the best way to put the target BitmapData into an Image component?
I have a Flex application where some interactions cause many objects to require visual updates all at once. These updates translate into state changes for many MXML based components which have state based transitions. The transitions look great when just a handful of the components animate at the same time... but when all of them animate at once... the Flash Player just can't keep up.
Any ideas on how to create something of an animation pipeline so that everything can have a chance to keep up?
I was wondering about MC and hey can help to lag a game out. I set up an advanced class system so i don't have to use MC to simulate walls, all i use isthe x,y,width and height. Well anyway since i don't need MC anymore I was wondering if there is a way to attach Graphics instead of MC cause a Graphics file size is relatively small than that of a graphic, I think. If anyone could tell me thats true and show me a way to attach graphics that would be nice. I haven't tried it yet but maybe if I exported the graphic from the library imihgt be able to call its name, but it doesn't have an instance name so im stuck.
I'd like to ask the following question: for instance, I have a scene in 3ds max with 10000 textured cubes. Is it possible to export this .max scene to Flash and create a .swf application, in which user will be able to rotate, zoom the scene and also select a particular cube and all this done without visible PC slowdown? After some googling I found that Papervision3D is a good tool for working with 3D in Flash.
I'm having a bit of trouble in a game application I'm building,I recently added a bit of code that makes the game more visually interesting. As you move your character around screen, it creates instances of the GFX_Dot class, which is tied to a small green dot.In the class file I have a timer which decreases the alpha of the dot until it hits zero, at which point I'd like it to delete itself. Here are the functions I've got in the GFX_Dot class:
//GFX_Dot class public function GFX_Dot() { randomize();[code]..........
The part at the end "delete this" is meant to delete reference to "this" and allow it's memory to be re-used, however upon running the program, it's clear that they must not be deleting themselves, because after half a minute of creating a new GFX_Dot every frame at 30 fps, the game begins to get very slow. Before adding these graphical elements the game ran snappy all the time, I'm almost certain it has to do with them not being deleted properly.
I have this code that I found online that does an infinite rotating gallery, now my problem is that on enter frame it jumps and too fast. I want it to be as fast at after you hover out of the logo.
Here is the code:
//Import TweenMax import com.greensock.TweenMax; //Save the horizontal center
after starting simple project with the Collision Detection Kit i get very poor framerate. The movie starts at full frame rate, but slowdown after few seconds.
I'm fairly new to the use of loadMovie, unloadMovie, and removeMovieClip for external swfs, but anyways, let me summarize the problem as simply as I can. I have a shell.fla file that is currently loading in external swfs, one at a time, for a game. Here is an outline of how my shell works:
1. first part of game gets loaded in an empty movieclip (container_mc) 2. a listener is created that will listen to an event broadcaster that exists within the external swf. 3. when the listener receives the "done" message, I run container_mc.removeMovieClip() and then load part 2 of the game in a new empty clip called container2_mc.
At this point, I get really severe slowdown for some reason, and I don't know why!! Part 2 of the game is a tile based maze game which is not optimized 100%, but when I run that swf on its own (i.e. not inside the shell) it runs perfectly smooth. But when it is loaded after part 1, it goes really slow.
I've been building my app' and testing it every day by exporting it to a movie, and testing everything.It's all been going very well and the .swf is usually exported to my desktop in less tha the time it takes to minimize the Flash window.Today I started work on my .fla (mark18) and added a "back" button to every scene (it takes the user back to a main page with the actionscript:
on (release) { _root.gotoAndPlay("Main"); }
There are 9 scenes which are very short.BUT, when I tried to export it, it took about 15 minutes to export.
My app is set up to pause the animation when the mouse is pressed down by calling Timer.stop(). While the mouse is pressed, the user can draw on the screen by dragging the mouse. When the mouse is released, the animation starts again with Timer.start() and is based off what the user draws.However, after I let the animation run for a while the app gets so slow that I can't even drag to draw when the timer is not calling the animation update without the drawing skipping hundreds of pixels at a time.
I am working on some particle effects, and I am experiencing noticeable slowdown anytime I move the mouse. I am not using any MouseEvents, and I even see this slowdown when the mouse is moving outside of the Flash window. Also, I only notice this slowdown when running the movie from within Flash CS3 (when I run the .swf externally, it runs flawlessly).How can I make this slowdown disappear?
I have a game that has around 400 movie clips in it and whenever I mouse over the stage the FPS drops to around 8-15. I tried setting Mouse.hide() and mouseEnabled = false but it doesn't seem to do anything
I have a scrollbar function.In the content area i attached movieclips.Those moviclips have dynamic textfield.The scroll bar working for small list of contents.up to 500 or 600 moviclipsWhen i attached 2000 or larger number of movieclip the Entire flash get slows. How to i fasten them with same number of movieclip. why flash player slow when attaching large number of movieclip? it takes near by 58% cpu usage at this time.What is the reason for
I am using Bulkloader [URL] to load in a succession of 10 images whilst the main elements of my site have already been preloaded. It is required that these images are not loaded within the preloader as they are large in size and this will increase the wait to an unacceptable level. They are not added to the display list upon succesful load but instead are added at a later time.
The problem I am having is that the menu navigation of the site is slowed down considerably and looks sluggish if the user navigates around whilst the images are being loaded in the background. Once loading stops everything is fluid and smooth. The animations are being carried out using a combination of timeline and Tweener.
Firstly, does anyone know if this is normal behaviour? I don't see why something being loaded should interfere with something moving on the screen, they are doing completely different tasks so I am a bit puzzled as to why they seem to clash.
Secondly, can anyone suggest a feasible workaround? I have been experimenting with using BulkLoader's pauseAll and resumeAll methods and have had some success by detecting mouse events and pausing/resuming as and when required, but it is proving a lot more complicated than I feel it should be, especially as I don't think loading should be affecting animation in the first place.
I have tried loading the images in one-by-one as I thought having too many connections open (apparently bulkloader can open multiple connections for faster loading) may cause some memory issue or suchlike, but that made no difference, everything is still choppy and sluggish whilst the background loader is running.
I am struggling with an issue at the moment related to mouse events or more specifically mouse movement. I have found that moving the mouse in my game causes it to slow down. Rapidly moving the mouse can actually freeze the game, I believe EnterFrame events are actually dropped when the mouse is moving rapidly.
I thought at first that it must be something I coded incorrectly so I used the Flex 4 Beta's performance tools and analyzed the Flash 10 SWF that I build using Flash CS4. Mouse Events were the leading performance hog by far.
Whenever the mouse moved the CPU usage would skyrocket. I then tried an empty Flash App with no Actionscript, I had the same CPU spike.
So if I'm getting this problem with a Blank SWF how come I don't see this problem talked about all over the internet, how is every other Flash Developer not running into this problem?
works perfect on my macbook pro (safari, firefox, and opera) but when I view the site on Vmare Fusion Windows XP and use IE and FireFox the pages don't load... I don't know what to make of this. Has anyone hear or seen anything like this happen before? BTW the website was created in Adobe Flash CS4/ AS 3.0 and published using Flash Player 10.
I'm freaking a bit here. I've committed to building this branded, simple quiz for a client, and I've got the basic functionality running now in an un-designed shell UI. The app is just a landing state, a string of 15 questions built dynamically using a single state, and a result state. Minimal Actionscript controls these rather sparse three layouts, and my 'release' exported .swf file is 308 KBytes. That's a bigger .swf than this giant, giant scrapbook application I was just working on strictly in Actionscript. And I haven't even added the design assets (including animations) to the project yet! I'd hate to see what size this file will be once the graphics assets are added.
Is this simply a drawback of using Flex? Is there some way to slim down the library of classes that are exported into the .swf or something? The amount of code I've written in this thing is ridiculously small, so I'm now wondering if simply using the Flex framework adds this much dead weight to the .swf file?
I need to load a very big image on AS3 (currently sized at 8192x8192). I am aware that it does not fit any of the limits imposed by Flash regarding drawing to screen or creating a BitmapData of that size. I just want to load the image so I can copyPixels() some parts of it here and there.The thing is, I'm loading the .jpg file of that size with no problems. The size is recognized correctly from my Loader object. I load it like this:[code]But I am greeted with the #2015 "Invalid BitmapData" error usually reserved for BitmapDatas that are too big. The error also happens if I try to do a copyPixels(), which is what I need to do.Is there any workaround I can use so I can get data from an image this big on AS3?
I've started learning Flash two weeks ago and I have the challenge of creating an interactive political map with about 4000 cities. Some cities will have more than 600 lines defining their limits which will make this project very demanding on processing.People will be able to zoom in/out, select cities and see information about them.As a starting point, I've begun working with 500 cities. I've imported a vectorial drawing of these cities and converted each one of them to symbols using flash javascript, resulting of course in 500 symbols. I don't know if it was a good way of starting this project but worked for me. Then my problems begun.
First I tried to use the mouse roll over and roll out events to change the (fill) color of cities but the city limits (stroke) changed also.Second I want to add some properties to the cities such as city code, name, etc. but I wasn't able to do that using class inheritance. Would I have to create a different City class for every symbol I would like to extend? This approach looks like a lot of headache and redundant work.
I would like to show the top-left corner in my browser and allow user to use automatic browser scrollbars to navigate it.When I publish my swf file, this is well done in Safari, but not in Firefox.Which are the exact publish settings to make it ? I've tried several settings options, but I can't get what I want on Firefox.
I'm running the same flash file ([URL]) on my desktop and my laptop. The dekstop's specs are:
[Code]...
Using firefox and Flash Player 10.0.2.54 The weird thing is, the laptop runs much better than the desktop. The actual calculations (update) take about 1.1ms on the laptop, and more like 3.15ms on the desktop. Even the render time on the desktop seems to be longer. When I publish, I need to make sure that EVERYONE can play the game as it's meant to be played. So I need to know if I should be benchmarking off my desktop or my laptop. I'm guessing something is messed up on the desktop, as it really doesn't make sense atm.
im making a Flash Project using adobe flash cs3 using action script 2, my problem is when i go to test moive flash closes straight away, when i click on certain scences flash again closes, i can't delete the scences because when i press shift + f2 and go to click on that scence flash again closes
Well I was loading a xml file (using CDATA) into my flash app. I'm still using AS2 and everyting works perfectly with linebreaks and everything. The only thing I can't understand is why a linebreak is so huge? When I load the XML-file into PHP to edit, it looks good. But when I save it and load it again into flash one linebreak is like two linebreaks.
I imported 26 .mp3 files into my library, and linked their classes via AS3 to 26 instances of buttons. My file size went from about 2MB before I imported them to about 1.6 GB after I imported them. Each of the files is only about 2-3 MB.
I need to scroll a sprite horizontally, that I attach movieclips to at run time. Once all the clips are attached, the width of Sprite is larger than Flash max width. It ends up being something like 18000 px wide.
Is there a smart way to simply update the clip's labels and create the ilusion of scrolling all the content? I wish the content was not so wide but it has to be.