ActionScript 3.0 :: Loading Images Takes Up Too Much Memory?

Jul 1, 2009

I am working on an application, using Flash CS3 + AIR, that involves some heavy content loading. I need to fetch some 140 gif files each around 400x400 in resolution and 50KB in size and display them in a TileList. The code that I am using is pretty standard stuff, (excerpts from the cellrenderer of my TileList):

[Code]...

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Loading images into Flex (size < 100kb) causes IE7 memory increase by a megabyte per image. What's going on here? Here is the code I have -- this for each image:

[Code]...

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ActionScript 1/2 :: Loading External Images Causes Memory Leak?

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I have been working on an Actionscript 2.0 project that basically loads external images.Everytime i load and unload a new image, memory increases to 1 or 2 MBsIf all the images are in cache, then it increased to 4 or 8 KBsIn the unloading of images, I have removed loader and the container of the image.

////////////btn_load.onRelease = function(){ loadImage();}btn_unLoad.onRelease = function(){ unLoadImage();}var mcListener:Object = new Object();var container1:MovieClip;var mcLoader:MovieClipLoader;var loader_reference = this;var n=0;function loadImage(){ var image_arr = ["http://xyz.com/image1.png","http://xyz.com/image2.png","http://xyz.com [code]...

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Actionscript 3 :: How To Reduce Memory Usages While Loading Sprite Sequences Of Images

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I've made a *.swf file of the sprite sequences of 1000 images with (780 x 480) size. After that I embed this with another one class to show but every time it crushes during run time because of insufficient memory (assume that I have 2GB memory space). Which is the best way to implement such big sprite sequences in AS3 by avoiding the memory problem?

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ActionScript 2.0 :: Loading XML Takes High CPU Usage?

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I am loading an XML file (fairly large document). It takes a high amount of my CPU(almost 100%). This prevents me from working on other applications. Also, it takes a lot of time to load.

reduce the CPU usage.

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ActionScript 3.0 :: Unloading Images From Memory?

Jan 31, 2011

I want to make this VERY SIMPLE image gallery, and i'm just using this code:

var i =new Loader();
i.load(new URLRequest("imagens/1.jpg"));
galeria.addChild(i)

I change images just with a button that tells to go to a different keyframe with a new code, like this:

i.load(new URLRequest("imagens/2.jpg"));
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i.load(new URLRequest("imagens/3.jpg"));
galeria.addChild(i)

The problem is... when I check the Task Manager the memory usage of the Flash player keeps going up and up without reducing everytime I click the "Next image" or "Previous Image" buttons. Even when loading the same image.I tryed many things to "unload" the image from the memory but none of them worked...

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ActionScript 2.0 :: Handling External Images In Memory

Nov 7, 2006

I'm using the Flash 9 AS3 Public Alpha IDE. I'm loading a suite of 256 external png images using the Loader class. There are multiple "suites" of these images, but once the .swf starts and a couple of settings are loaded, only one of the suites actually needs to be loaded for that session. Only a small handful of these images are displayed at a time, but this handful changed rapidly. Images are quickly loaded, animated, unloaded, etc. Currently I'm using the Loader class to load the images whenever I need them and then I remove them from memory when I'm done. Because they are used so often, and without much forewarning before they become needed, this solution is no longer effective.

If I place all of these images in the Library and setup their linkage properties individually, everything works fast and efficient loading them with getDefinitionByName, but this is not practical to have to recompile my .swf file everytime the images change (not to mention setting up the linkage for 256 images is very tedious). The other complication is that multiple classes that are not directly connected with each other need access to these images, which means the images need to have some sort of global access (like they with getDefinitionByName). most effecient way to load all 256 images into memory and then give them global access to be *quickly* reproduced, duplicated, multiplied and animated by any class?

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ActionScript 3.0 :: Removing Images From Memory In A Loop

Aug 14, 2009

I've made a script which loads in, at intervals, images in a sequence (image1.jpg, image2.jpg ). However I've being doing my nut as to how to remove the preceeding image from memory as looking a the Windows Task Manager, each image gets added again and again, accumulating memory usage. I've tried removeChild, and null; stuff, but to no avail.I want it to go through the 10 images, and with each step to the next image, remove the last one from memory.[code]

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Flash - Memory Leak When Loading SWF?

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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ActionScript 3.0 :: Checking Memory When Loading Big Image

Jul 8, 2010

I wrote the following code to check memory when loading a big image (~20Mb). Every time I do mouse click, the application eats up memory, so something doesn't get deleted or cleaned with GC but I can't figure out what exactly.

imageLoader.as
PHP Code:
package {
import flash.display.Loader;
import flash.net.URLRequest;
public class imageLoader {
var fname:String
[Code] .....

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ActionScript 3.0 :: Loading External Movies And Memory Leak?

Aug 20, 2009

I have an interface that needs to load in external activity pages - there's quite a few of these. I've been trying to create an external class to take care of movie loads, but it has a bad memory leak. I've been reading about using unload() and unloadAndStop() but haven't gotten these to work (there are no noticeable differences in system memory usage or performance). Everything grinds to a halt once I've used up about 13+ Mb of memory.

The document class has lots of code (of course) so I'm just showing the code that relates here:

Code:
package {
public class Interface extends MovieClip {
static public var _ui:MovieClip;

[Code].....

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ActionScript 2.0 :: Memory Leaks When Loading In External Swfs

Dec 8, 2009

I have a problem in that i have a holder swf which loads in other swf's externally. My problem is that the holder loads all the movies in correctly but the memory usage of the swf just keeps going up and up even though i am trying to remove the movieclip after each has finished it's run.

[Code]..

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ActionScript 3.0 :: Memory Usage When Loading External Movies?

Dec 13, 2010

I have a flash application running on some local machines. There are 3 movies the flash loads and plays. Each time a movie is played, it makes the amount of RAM the swf is using increase. This is being ran in a museum and users step through the 3 movies over and over and over, causing the swf to use gigabytes of RAM and eventually locking up the flash player.

Here's where I create the movie playback component.

ActionScript Code:
var flvPlayer:FLVPlayback = new FLVPlayback();
addChild(flvPlayer);

The 3 movies are on 3 different frames in the timeline, for each frame I have this code that loads each movie.

ActionScript Code:
flvPlayer.source = "resources/LADEE_overview.f4v";
flvPlayer.play();
flvPlayer.addEventListener(MetadataEvent.CUE_POINT, cuepointfound);

I use the cuepoints to display some text on screen. I also call a function that does flvPlayer.stop(); each time the user navigates away from a movie frame. So is the RAM usage growing because of the flvPlayer.source = "whatever" being triggered each time the movie is called up?

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ActionScript 2.0 :: Memory Leaks In Loading / Unloading Pictures

Nov 15, 2011

I load image from url like this
Code:
imageholder = this.attachMovie("imageholder", "image", this.getNextHighestDepth());
imageholder.swapDepths(selectMenu);
loader.loadClip(uri, imageholder.bigImage_mc);
this== root, imageholder is MC that contains empty MC named bigImage_mc, selectMenu needs to be in front of loaded image (2nd line) and loader is MovieClipLoader()

Image is unloaded and removed like this
Code:
loader.unloadClip(imageholder.bigImage_mc);
imageholder.swapDepths(selectMenu);
removeMovieClip(imageholder);
but when I unload image it doesn't free any memory, and when i load new image it increase memory usage...

I even tried
Code:
System.gc();
System.gc();
after removeMovieClip(); as I found this on some website... but with no improvement

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ActionScript 2.0 :: Loading Js Classes Into The Container Browser Memory?

Jul 9, 2008

I have a flv player that seems to only work in IE and not FF?? The player works fine in the flash authoring environment. Since it does work in a browser, that eliminates its being a sandbox problem.

Does anyone know if flash loading js classes into the container browser memory?

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ActionScript 3.0 :: Memory Keeps Growing From Loading Unloading A Simple Swf?

Feb 5, 2011

My Problem: I simply want to load a swf in a swf and then unload it. When I do this it works and cleans out "some" memory but after I unload the swf the memory usage grows a little each time. Shouldn't I be able to have this so the memory hits a limit and doesn't keep growing forever?

What I tried: I put in System.gc() for debugging to force garbage clean up, and I am testing it in the debugger in the browser.There are 2 static images in the swf that is loaded and unloaded. I feel like those images are staying in memory maybe? I am assuming that the "unloadAndStop()" should handle that though.I put an enterframe listener which I remove along with the unload button.

My Code: The code is below, my files are larger than the upload limit here, but you can download all the files from this link: http:[url]....

Main swf to load into:

Code:
var _swfLoader:Loader;
var _swfContent:MovieClip;[code]............

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Sep 19, 2011

Im creating a flash projector which has a holder swf with an empty movieclip. A series of external SWFs are loaded into the empty movieclip on the push of a button. Once the clip has been loaded, other external SWFs can be replaced in the empty movieclip at the push of a button. As memory leaks and garbage collection seem to be an issue, I was wondering the most memory efficient way of loading, unloading and replacing these external swfs so that memory leaks are kept to an absolute minimum.

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C# :: Loading A Flash Movie From A Memory Stream Or Byte Array

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I want to load an SWF object from a Memory Stream or a byte array instead of a file on disk.AxShockwaveFlash class provides methods and properties to load an SWF providing its path to disk as a string but I haven't seen another way of doing it. There is an InlineData property but generally the class is undocumented and I don't know what this property does. Can it be done at all?

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ActionScript 2.0 :: YAY Action - Loading Images With XML Loader Resizes And Displays Images When Users Click On Nav

Dec 9, 2005

Explaination: MX 04' Pro Thumbnail Nav. loading images with XML Loader resizes and displays images when users click on Nav. reading XML Problem: Users click Thumbnail Nav. first image gets loaded and loader resizes to image. However the next choice by user on thumbnail click, the second image doesnt get resized in the loader. It goes beyond holder. Here is my code for Thumbnail and Loader:

[Code]....

Now the first image loads fine and the loader sizes to file from XML. However, when users click second choice from Thumbail the loader doesnt resize to new image size. It only gets resized on the first selction or if users click the next or prev. buttons then the images fade correctly but nothing fades back in. Now if they do hit next or prev and then hit a thumbnail option it loads and resizes.

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ActionScript 3.0 :: Loading Multiple Images - Make Sure The Program Will Start Once All Images Have Dispatched A Complete Event?

Jan 26, 2009

im loading multiple images but how do I make sure the program will start once all images have dispatched a complete event. like make a universal loader for all the other "small loaders" if you understand.

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Oct 20, 2009

I need to load dynamically a few images (4-6) so that by clicking on particular image user would invoke particular action. Embedding images solves the problem but at the expense of file size. If I load them dynamically, they lose their ID.

<comps:ExercisesScroller id="scroller" x="300" y="100"
ex1="@Embed(source='assets/Exerc_1.png')"
ex2="@Embed(source='assets/Exerc_2.png')"/>

and so forth this works. But instantiated in CDATA it does not work:

import components.ExercisesSCroller;
private var custScroller:ExercisesScroller;
private function init():void {

[Code].....

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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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ActionScript 3.0 :: Memory Monitor That Allows To See The Memory Leaked And Find Its Location?

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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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Actionscript 3 :: Loading Lots Of Images And Its Done Asynchronous Which Make Browser To Frees During Loading

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I have typical situation where big loop is loading lots of images and its done asynchronous which make browser to frees during loading and I want to make it synchronous but having big trouble doing it. I found this class synchronous loader and it work great but you cant add mouse event listener to loader. Here is sample code:

[Code]...

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I want to have an AS3 app load images from url supplied by the user. But I don't want a malicious user to be able to load an SWF file in place of the image, such as with an altered extension "maliciousSwf.png". Well, not sure how big a security threat that is above and beyond the ability of the hacker to decompile swf, but I think that ideally such behavior should not be allowed.

So, is there any way to prevent this? When people allow users to load images in their Flash apps, do they somehow guard against loading of SWF? Or is this really absolutely no big deal?

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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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Flex :: Extract A Zip File From A Zip Archive Without Loading The Whole File Into Memory

Mar 10, 2011

Is there a way to extract a single file from a zip file in Adobe AIR?

I'm using NoChumps zip library to extract files from a zip. In this library the entire IDataStream is loaded into memory and after that you can extract file entries easily. In cases where the zip is 5 to 10MB there are no problems. But when the zip is 80MB, which many are, 80MB is loaded into memory. This causes the app to crash and run slow on mobile devices. According to the zip specification,

"A ZIP file is identified by the presence of a central directory located at the end of the file, this allows appending of new files. The directory stores a list of the names of the entries (files or directories) stored in the ZIP file, along with other metadata about the entry, and an offset into the ZIP file, pointing to the actual entry data."

Also, I do not have control of the size of zip files but most average is 60 to 100MB. Files inside are ~4MB.

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Flex :: Flash - Total Memory Usage And TaskManager Memory Usage Are Different?

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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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