fully removing objects from memory, but I still think I'm not getting it. I've written a test script that looks the following:The stage has is of class MemTest
There is approximately a 3x difference in the rate of gain of memory usage between simply letting the movieclips accumulate or running removeChildforever() in the enterframe. There doesn't seem to be a difference between using the "killme = null;" line or not.However, I am still seeing an constant rate of increase in memory usage of about 3 megs over the course of a minute, running at 120 fps. why is the memory usage still going up? Is garbage collector run so infrequently that it hasn't happened after 7200 frames?
I've coded a 2000 line game on one actions layer (facepalm*) and I just recently learned about the GC (garbage collector). I've looked around a bit and can't, how to trace the source of it. There is an interesting article that mentioned event listeners and for every addEventListener there should be a removeEventListener. My game has 60 adds and only 15. What I can't make sense is that the mc's that have the event listeners are never removed, but just moved off of the stage. Others are just made invisible. So if the event listener is added once, why would the memory keep growing? (I'm using the Windows Task Manager to monitor this). Another point was to remove objects so that the GC can do its work. What I did was create an object, add it to an array then null it.
Then removed the object from the array. for ( var ii:int = 0; ii<instanceArray.length - 1; ii++ ) { stage.removeChild(instanceArray[ii]); delete(instanceArray[ii]); instanceArray[ii] = null; }
I have ship game that i create using falsh as3. but i have the problem with memory usage. the memory usage still increase when game played. whereas the System.gc was called, but the memory still increase.
I am creating a bunch of movieclips when I first start the flash movie.I then put them into an array and use functions to add and remove them by selecting a random index in the array.When they are removed are they marked for garbage collection?Or can I just keep creating them.Might be hard to understand so code is below
var mc1:mov1 = new mov1(); var mc2:mov2 = mov2(); var mc3:mov3 = mov3(); var mc4:mov4 = mov4();
var theRandomClip:Number; var movieClipArray = new Array(mc1,mc2,mc3,mc4)
function getRandom():void{ theRandomClip = Math.floor(Math.random()*movieClipArray.length); addChild(movieClipArray[theRandomClip]); }
function remove():void{ removeChild(theRandomClip); } //Then I would call them in succesion many times
getRandom(); remove(); getRandom(); remove();
//etc do I need to worry about them getting garbage collected and no //longer being available?
Here's my question. Suppose I've written some AS3 code like: statementOne; statementTwo; Is there any possibility that the garbage collector will run during or between my two statements, or does it only run after my "user" code has finished and returned control up to flash? We have an A-Star codeblock that's sometimes slow, and I'd like to eliminate the GC as a potential culprit. The codeblock is obviously more complex than my example above, but it doesn't involve any events or other asynchronous stuff.
Lets say a scene started off around 70-80mb, it loaded a swf in, and by removing the event listener and setting objects to null and numbers to 0 before unloading the swf,and went back to the original scene, the memory stack up till like 80mb++, and every time I repeats the same process the memory goes up higher,is that normal? or its a memory leaking issue?
Looks like the garbage collector is not removing movieclips that have textfields set to TLF. I'm using Flash Builder's profile inspector and TLF brings in a bunch of objects and prevents the clip from being removed by the garbage collector (including all the objects that TLF put in memory). How could Adobe release CS5 with such a crappy implementation of text? If there is no solution I will have to avoid using TLF text for all my projects.
I'm forgetting now exactly how I should dispose of unneeded objects. In the past, every object/class I created had a public dispose() function which removes all added listeners inside it and called the kill/dispose function on any children of it that may need the same (so it worked its way down the tree, as this process can continue for as many children/grandchildren there are in the list). So basically, the code in the parent class would look like this:
Code: childObj.removeEventListener(MouseEvent.MOUSE_DOWN, anotherHandler); childObj.dispose(); childObj = null; ...and the childObj class would look like this: [Code] .....
Do I need to set any variables/objects defined in the child class's class scope to null prior to setting the class itself to null? Or is this handled automatically when I set the class itself to null from the parent (assuming these class-scope-defined variables/objects have no listeners or child objects which need to be disposed themselves)?
I have done a lot of searching / reading to find out how to clear my memory. But I still can't really work out how to clear the memory, it just never seems to come down. I have a few MovieClips that contain other MovieClips with pngs inside them being added to the stage.
As fare as I can tell all Event listeners are removed and refrences I remove the clip, with removeChild I "null" the variable I am using the "LocalConnection()" hack to try and force a clean up, but no movement on the memory count. Are there any examples of a *.png being added and removed from the memory?
I am concerned about the garbage collection in my projects. Whatever dynamic memory i am allocating, never seems to free up and it just keeps adding (i check in Windows Task Manager). e.g. I am adding bricks (movie clip) this way:
In AS3, after I've removed a display object container B from another display object container A and deleted all the references to B in A, does that mean that all memories previously held in B will all be released too or do I have to manually delete all the references to objects in B before I can delete B in A in order to free all the memory space held?One more question. I was kind of confused of when to use the delete statement and when to set a variable to null.
This blog (and others) state that you should set object references to null inside your dispose() methods when cleaning up objects. However, Actionscript 3 (with Flash Player 9) uses mark and sweep to clear out circular references for you. So I am wondering: is there really any reason to null out your object references?
What's necessary to do when removing an object to make sure there are no memory leaks? Do you have to remove all children? Or just remove all event listeners? Or both?
I can't seem to remove / unload the external swf files e.g when the carousel.swf (portfolio) is displayed and I press the about button the about content is overlapping the carousel (portfolio) . How can I remove / unload an external swf file from the main flash file and load a new swf file, while at the same time removing garbage collection from memory?
I've decided to move on to AS3 (and maybe AS4 in the future). I've done PHP object oriented programming and Java oriented as well, but Flash is a bit different because of actual visual things that occur.
I tried to follow a very simple tutorial. I made a "collector" MovieClip and added both the identifier "collector" and the class "collector" to it. I added the project class as "superClass".
In superClass.as I had the following lines of code:
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.
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?
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?
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.
It is known that a display Object removed from the display list will be garbage collected only if any event listener associated with it is removed.What I would like to know, but could not anywhere find an answer to, is that for a class that we create which extends, say Sprite, and uses and manipulates various other display elements within it, while removing an instance of this class from the display list is it sufficient to remove the event listeners associated with the instance of the class, or do we necessarily have to remove all internal event listeners of the class definition associated with the display objects that the class uses and manages.
I just noticed a strange behaviour while looking at my application in the Flash Profiler. When I click a button in my TitleWindow then the TitleWindow doesn't get garbage collected after it is removed. I have no idea why that is happening.[code]...
I understand that Objects not referenced by anything are garbage collected, and have been making sure to null out referenced to objects when I'm done with them. What I want to know are a few things:Do only Objects need to be null-referenced?How often does garbage collection usually run? Does it tend to run when processor demand is low? Is there a way I can tell garbage collection to run manually, such as when I'm done with a playing field full of sprites? This is not really needed if garbage collection tends to run when processor use is low, since it will run anyway at the times I'd like it to.Objects created just for the scope of an if or for statement etc, unless they are assigned a reference elseware, are eligible for garbage collection, right?
I have a question about garbage collection: I am using a MVC pattern for a photo gallery website.Every view displays a thumb viewer/controller and an image loader. Each view extends an abstract class that has a close() method that looks like this
PHP Code: //AbstractViewer class public function close():void {
No matter what I do I cannot solve a tween AS3 Garbage Collection problem I am having that is wreaking havoc on my tween instances working correctly/consistently. Some Sprites never tween at all, some do but only part way. And it effects different ones almost each time.
I have read a fair amount recently on AS3 Garbage Collection and improperly referenced Tweens and other asynchronous instances getting picked up in mid process. I am experiencing the signature inconsistent behaviour that the I have read of.
I have tried using class level Static and non static properties to store references to my Tween instances so they will not be marked for GC. No luck. I have placed references to them in Class level Arrays, I have also used TweenMax's static to() Method that insures that it will shield it from GC and its alt. non Static constructor instantiation, with persist:true. I also implemented another custom package; GCSafeTween(), other users said it does as it should, but it's not working in my case.
To test the GC problem, I edited the two eventListerners() in the Adobes' fl.transitions.Tween so that their default weakReference property was false. Doing this made the Tween work correctly. But that's a terrible solution.
A flash file loads a swf that has flash video using a loader request, which once loaded, wont unload and slows things unbearbley. I understand that once unloaded the flv will keep playing until Flash disposes of it.
I'm building a large flash site (AS3) that uses huge FLVs as transition videos from section to section. The FLVs are 1280x800 and are being scaled to 1680x1050 (much of which is not displayed to users with smaller screens), and are around 5-8 seconds apiece. I'm encoding the videos using On2's hi-def codec, VP6-S, and playback is pretty good with native FLV players, Perian-equipped Quicktime, and simple proof-of-concept FLV playback apps built in AS3.
The problem I'm having is that in the context of the actual site, playback isn't as smooth; the framerate isn't quite as good as it should be, and more problematically, there's occasional jerkiness and dropped frames (sometimes pausing the video for as long as a quarter of a second or so). My guess is that this is being caused by garbage collection in the Flash player, which happens nondeterministically and is therefore hard to test and control for.
I'm using a single instance of FLVPlayback to play the videos; I originally was using NetStream objects and so forth directly but switched to FLVPlayback for this reason. Has anyone experienced this sort of jerkiness with FLVPlayback (or more generally, with hi-def Flash video)? Am I right about GC being the culprit here, and if so, is there any way to prevent it during playback of these system-intensive transitions?
I put together a quick sample just to test out the garbage collection convenience functions in casalib.
All seems to work well (i.e, objects are removed from the stage, listeners are stopped) however I am using Mr. Doob's stats display and it looks like my memory usage isn't going down after the destroy method is called?
[Code]...
Are my items actually being marked for garbage collection? What am I doing incorrectly?