ActionScript 3.0 :: Increased CPU Load On Running Semi Or Full Auto-modes?
Oct 6, 2010
I have an app. in which I have placed a ViewStack with (16) Tabs, and Im using a Timer set up to cycle every five (5) seconds through these VS Tabs automatically.
Each VS Tab has an IFrame included to load a particular web site, and I use the auto cycling to not need to go to each Tab manually and wait each time until the page loads before I can use it.
(Note: The IFrame does not need to do anything else other than to show the page nothing else)
All works very well on the work computer running the app. with CPU activity of around 20 to 30%, but when I address the app. on the sever I have increased CPU activity starting with around 30% on the first sequence, and running the second Tab sequence it is going up to around 90% in Semi-auto or Full-auto modes with five (5) seconds beak in between Tab switches and between each sequence.
To explain more in detail I do have six (6) sequences and an arrangement which uses Semi-auto or Full-auto mode (Looping).
I do use (timerName.reset) instead of (timerName.stop) and have also have used (timerName.removeEventListener .) as each Timer sequence get called separately.
Currently I have link on an HTML page, and when the link is clicked, it opens a flash movie with slideshow and a semi transparent black background. The way I have it set up is as follows
CloseButton.as (the close button for the slideshow) FullBackground.as (the black background) MainContent.as (loads the slideshow)
then I have
main.fla (loads the CloseBtn, FullBG, and MainContent) preloader.fla (loads the main.fla .swf)
I'm using videoDisplay MXML component for my Flex app.I would like to autoload videos (in order to display the first frame) without automatically run them.
I am trying to understand how to randomly select 0/1 and display them like the matrix background but horizontally, working down the screen in random spots...Something like:01010100 01101000 01100101 00100000 01010100 01100101 01100011running across the screen. When it reaches the other side, the next line starts. Or suggestions to make something cooler? I am trying to have a moving background whatever it might be.
my app is landscape and I want it full screen only; and I don't know how to make it auto-rotate...in iOS Export option I can just check the "auto orientation", but when I hold my iPhone upright it will rotate and shrink the app so it's still landscape but fit in the (upright) portrait screen... I don't want that...
in fact i used fr-ode's full-browser image code. but i dont want to generate full browser images. i want to build a structure like [URL] as you see in site, photos scaling automatically when you resize the window. can anybody write me a statement for this? here is the fr-ode's code which distroyed by me
I have finally narrowed down a problem I've been annoyed with for some time.
Code: var request:URLRequest = new URLRequest(url); snd.addEventListener(Event.COMPLETE, completed); snd.load(request); channel = snd.play();
[Code]....
Duplicates... I have basically found it's not checking the mp3 frequently enough, no matter what the frame rate is set to. I've got this running at a steady 100fps. Before you say.. Yes it's actually running at that speed, if I use code to move something about, it's extremely smooth and fast. I also had the framerate reporting to a text box, and it was saying 99.9/100 constantly. I've also tried using a timer instead of Enter_Frame, but it's the same issue - Just not checking the mp3 often enough!
How do you prevent all of your text automatically changing the font size when a browser is made full screen? I have a number of fixed field sizes I want my text to stay within but when the browser is expanded to full screen it changes the fonts so the text no longer fits in the text boxes and it forces scrolling.
I have 3 swfs, and let's label them MovieA, MovieB, and MovieC. MovieB is a child of MovieA, and MovieC is a child of MovieB. So the hierarchy goes like this: MovieA -> MovieB -> MovieC. Each of these movies have their own document class, so they are each essentially a class extending MovieClip.
Now I have this other external class which contains only static variables. Let's call this class "TestClass" and let's say one of its static variables is called "testVar". So in MovieB's document class, I imported TestClass and set testVar = "hello world". In MovieC's document class, I imported TestClass and traced TestClass.testVar. When I publish and run MovieB, testVar is successfully traced as "hello world". Now when I publish and run MovieA, testVar is traced as undefined.
I'm finding a lot of problems trying to do a large-scale and complex 3D interface, and most movieclips are parented once if not several times. This is the only way that I see to be able to manage having a number of movieclips move and rotate together with common anchor points. But one of the problems with this is not being able to set different blendModes of child clips. Yes, yes, I usually try and avoid parenting for that reason which is much easier in 2D. But if there is no way to "force" or "pass-through" blendingModes of clips with parent(s), please explain to me how I can have a number of button objects that I can easily move and rotate together around 3D space, but also have independently changeable blendModes for rollover states etc?
when playing with blending modes I noticed that they affect the background of an html page.To me this says that flash is interpreting the image below and adjusting the pixels in flash. If this were true it would be possible to take screen shots .I tried copying the bitmap of _root and other movieclips but it does not record the html site in behind.
I am learning ActionScript 3.0. Coming from Java world I can easily relate to strict compilation mode. I think having type safety checks at compilation time makes perfect sense. This makes me wonder, why the compiler allows a standard mode were all the type safety checks are deferred to run time? Is compatibility with older ActionScript specification the sole reason for having standard mode?
I'm new to actionscript flash 3.0. Anyways, i have written code for one whole game level including the character. Is it now possible to create a class, and when i press for e.g. 'Level 1' the first level starts?(create an object of the class) When i press quit, to unload the whole level.
I have a situation where I have to a have a few different sized "cameras" to send over a netstream depending on if its a desktop or mobile connected. Here's how I have it setup:
protected var nearCam:Camera; protected var nearCamForMobile:Camera; nearCam = Camera.getCamera();
[Code].....
If i do JUST the nearCamForMobile and send that to the mobile versaion it looks great on the phone and it's not stretched. but then obviously its 480x800 resolution looks stretched on the desktop version which is a 385x240 video box. So if i do just the nearCam it looks great on the desktop but then it looks stretched on the mobile....
So what im curious is why Cant I do both vars the way I showed above, display the nearCam, and then have the nearCamForMobile waiting to be sent when i need it to?
Can you only have one camera mode setup at a time? On the mobile version its setup so the user is holding the phone in potrait and its 840x480. The desktop site looks best when its like a widescreen video.
In the end I'm basically trying to figure out how to have 2 camera vars with 2 resolutions. Display 1 on the near side and attach the other to the netstream in a situation where the far is a mobile client. (I know how to figure out if the far is mobile, im not worried about that part)
I just need to be able to transmit a resolution/aspect ratio that looks good for a mobile client. which happens to be in a different aspect ratio than the desktop cleint.
My project works as intended, but after making a minor change a short while ago, something unbelievable happened. As far as I know, I only changed a button images, but now my preloaded does not load the swf beyond frame 1.
I was just wondering if anyone could help me to figure this out - I'm afraid I'm really not sure what the problem is so I'll try to be as specific as I can, if you need me to provide any extra info then just ask.Basically I have a fla file -the menu of my game- that loads external swf files (the various game modes) when the user clicks a button. I can get everything loaded in fine, but it runs at a snails pace and occassionally generates errors (mainly caused by the game mode calling removeChild()) that don't happen when the 'game modes' are run as stand-alone swf files.
Does anyone have any idea what could be causing this? I remove almost all listeners from the menu before I run the game modes, so there's almost nothing that could be using up processor power that's needed for the game - it's a pretty basic game anyway so it shouldn't be processor-intensive to my computer anyway. I've spotted a few other topics similar to this, but they're either not answered or the solution doesn't fit what I'm trying to do.
when you click on the links (which, don't exist at the moment) I'm wondering if there's a simple way to have the whole flash movie run backwards and then load the next page?
So I've been working on an online coloring book, and I've got most of it working for the majority. As you can see from the attached file it is fully functional except for the reset button. Ultimately I'd like you to be able to switch between two modes, a basic click and fill mode, and one that switches to a pencil to draw on the image. When you click on reset it is to clear the drawings, and reset the fills to their original colors.
I am trying to save an image from flash, just load a image into flash place some decorative clip art and then save the image to the disk. I was able to do this via BitmapData + PNGEncoder + FileReference.
Now as an experiment I have introduced new clip sprites for decoration, where in each of these have multiple sprite children with different blend modes say "ERASE", "OVERLAY", etc. As far as the flash runtime is considered I am getting the expected effect for blend modes.
But as soon as I try to save the image, the output is weird, it doesn't resembels what I see in the flash player. I also tried to print the page as pdf using PrintJob class, but the pdf would not show the filter effects or the blend modes ones.
As far as I am using the plain clip arts with no effects, no blur, no blend modes the image is generated. But when i try to use the BitmapData.draw() method with the image that has clip arts with blend mode or blur it fails.
BitmapData.draw() with blend modes, as I feel if the we could possibly see the blending effects in the player then we could possibly print it as well.
I have used LoadVars to load a srt file and manipulate its content successfully on my desktop computer. But when I post it on a real server, it can't be used.Here is my code. It seems that LoadVars cannot read an external file on real server or function parseCSV(raw) cannot work on real server.By the way, real server there I mean that this flash running on website [URL]
Code: //Display subtitle function loadSubtitle(subtitlePath){ startTimes1 = new Array();
I'm have googled untill my fingers bled, but I can't find out how to load automatically an external flash file inside a mx.controls.Loader in Flash. Links for the files are; [URL] Edit: This means without a button, it loads when the origianal .swf file loads with the mx.controls.Loader in it!
I'm have googled untill my fingers bled, but I can't find out how to load automatically an external flash file inside a mx.controls.Loader in Flash. Links for the files are; [URL]
This means without a button, it loads when the origianal .swf file loads with the mx.controls.Loader in it!
If i cant get a border to auto resize to the MC as MC's are load with attachMovie(); , can i get a border to animate a resize to a specific ._height, ._width (also with a var speed = #)? Am i just totally F'ing this thing up or what. Heres and example: [URL] i would make a second frame and have the AS for the border load a different value and a new MC.
ok so i've created (X) amount of .flv's and i basically want a slide show but i didn't want to make it all one file bfcuase the time line would be longer. i need to link all the files so that when i play the first one it will auto load the rest one after another.
I like what the script below does but I need it to be extended in 2 ways and I can not figure how.this is what I would like this code to do...
1. play (ideally stream) sound automatically on entering the site.(right now the play button must be invoked, and it takes a little time to load.)
2. loop that same sound source
3. instead of stopping the sound I would prefer a pause.so more simply sound plays on entering site and I have ONE button (well 2 but changing visibilities) that control only pause and resume I have looked around quite a bit but can never find what I am looking for it would appear that everyones sound issues are so unique that no one has the exact issue that I do (well I am sure many do but I can't find the thread. ) and here is a link to what I have as of now
Code: var loadSnd:URLRequest = new URLRequest("ax Mr .l..mp3"); var thisSnd:Sound = new Sound(); thisSnd.load(loadSnd);
I have a strange problem. When I run an exe projector that I exported from flash cs5.5, and on few of my client's computers it running very slow in full screen.When I running an swf file (not exe projector), also in full screen, it running well!I checked my clients computer hardware, and it match the system requirements of flash player.