ActionScript 3.0 :: Memory Leakage In Loader?
Aug 28, 2008
I also facing the same memory problem.As you said in this case it works fine. But my case i am not loading images instead i load swf file which has sound embeded to the timeline as stream.
According to this code, same memory management performs well for me also. but the sound in the unloaded swf is still audible and when i load the next swf, these all sounds mix up and i don't hear anything properly.
To avoid the sound problem i added a line SoundMixer.stopAll() to getaway the problem, but after i added this line memory management got lost and my system gets hanged.
[Code]...
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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 3, 2011
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.
_object1 = new _barrel();
_object1.x = objectPosition;
_object1.y = _defaultFloorBoundary.y;
instanceArray[objectNumber] = _object1;
_object1 = null;
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;
}
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Aug 21, 2009
I'm loading some images with Loaders, cloning the BitmapData to a new Bitmap, and adding the Bitmap as a child of a Sprite. So far, so good. I want the Loaders I'm using to be removed by garbage collection, which they seem to be. The problem, or so it seems, is that when the Loaders are cleaned up, the Bitmaps I'm creating lose their data.
Edit: All this is happening when a class is instanced, and many copies of this class are being used as actors in a game. As the Actors are being created the older ones are losing their BitmapData to garbage cleanup. When all of them are finally loaded, only the last few are visible. I've rewritten my posted code as a class. If I prevent the Loaders from being cleaned up by somehow keeping a reference to them, the Bitmaps don't lose the data, but I don't want these Loaders hanging around.
[Code]..
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Nov 20, 2009
While tracking down the source of a memory leak, I stumbled upon a strange issue with AS 3.0 and loading external flash movies. From what I can tell this somehow related to the custom classes stored inside the loaded movie. I have two versions of a basic file that contains one image on the stage (I also tried this with vector graphics with the same effect). One version has a custom document class (just a simple extends MovieClip with no additional code) and the other has no document class.
The graph below depicts the memory usage from loading the file without a document class.It performs the garbage collection as you would expect after each unload operation.However when I try to load and unload the same file with a document class, I get the following memory usage graph. As you can see, memory usage is slowly creeping up with each load operation.It almost seems that Flash is caching the class files, so I tried changing the application domain for the loaded content without success. Even if Flash was caching the class files I would assume that it would be able to detect that it had already cached the document class and simply re-load the cached version
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Aug 3, 2006
I am making an application where I load a picture from the web at a rate of once per second. When I load a new picture I unload the old one the problem is that the old pictures are never completely erased from memory and the application keeps on consuming more and more memory until I'm guessing it eats all the memory in the cache (I haven't run it for that long yet :))
here is the code: what this does is load a picture when you click the screen, then unloads it when you click the picture. do it a few times and notice that the numbers (which show System.totalMemory) only go up but never go down to their original amount...
Code:
var url:String = "http://www.memorycity.com/shop/MBB/images/GIGABYTE_memory.jpg";
stage.addEventListener(MouseEvent.CLICK,onclick)
var txt:TextField = new TextField()
[code]....
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Aug 18, 2009
Hi guys, I'm wondering whether any of you have any opinions on whether you instantiate a Loader into an instance variable, or whether you declare a local variable to hold the Loader object.
I'm coming at this from a memory management / garbage collection perspective.
I only need the Loader object to load the file and register the event listeners. So I don't really want an object-wide instance variable to hold this loader object (which is what Adobe does in most of their examples), since I can always access the loader.data through the event's target property.
[Code]...
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Sep 16, 2011
When properly loading and stopping .swfs imported via the loader class the .swf is loaded into the memory. When i have close to 25 vids beeing played and each of them is about 5mb, it goes without saying that it takes alot of memory. When playing a video, selecting a new video, then going back to the old one, it loads 3 videoes intoo the memory because i use 1 single loader variable.. how you can prevent the memory leak?
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May 27, 2011
Using ActionScript can I do with my game, which is running in a browser, verify that the user already has the files needed to run the game installed on your computer? If he had these files do not need anything else that was born and can play the game immediately. If he did not have the files, they would be loaded so that the browser does not erase these files. So when he returned to play the same game day after,as the files already on your computer, nothing need be loaded.How do I remove one of the main memory image that was loaded using the Loader class? I tried using the unload () method but nothing happened.
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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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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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Jan 23, 2009
I have two swf files, each one almost with the same classes, the most important one is a Singleton class, each swf does "singleton.getInstance()". The diference is that one swf is like a container and the other one is like a module. So when the container loads the module from an absolute path like loader.load("file://c:/modules/module.swf") or loader.load("[URL]"), two different singletons (same class) are created
But when the container loads from a relative path like loader.load("module.swf") , just one singleton is created (that is what I want) I am just intrigued with this behavior, could someone explain me this? PD: I believe is something related to loaderContext and applicationDomain but It also appears that isn't working right. -Patricio Foieri , Vertigo Labs
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May 9, 2009
The title describes the problem: Loader.load() is firing the INIT event, but in my listener it's reporting loader.content as null. The description for INIT event is "Dispatched by the associated LoaderInfo object when the properties and methods of the loaded SWF file are accessible."I'm loading a lot of JPG images, and 95 percent of the time it works fine; the init listener fires and reports valid loader. content.I absolutely need loader.content available because I need to set the bitmap smoothing property to true.I've tried using Event.COMPLETE and it has the exact same problematic behavior.
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Apr 28, 2010
I'm feeling a bit low now as I have been suffering this for months. A simple loader loads my simple game and runs VERY FAST on even slow pcs BUT when I build this other loader, it goes quite slowly and I don't know where the app is going wrong. WHERE is the processing consumptoin coming from out of my app.
[Code]...
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Mar 26, 2010
I have the following code which simply loads an external swf, puts it in the right place and should all be hunky dory.This works:
Code:
var myLoader:Loader = new Loader();
addChild(myLoader);
var url:URLRequest=new URLRequest("foobar.swf");[code].....
to set the dimensions of the loader so the external swf doesn't 'spill over', the result is a blank screen. No matter how high I set those dimensions it just doesn't display anything.
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Sep 13, 2010
I got this very strange behavior from FlashPlayer debugger 10.1 r82. When I call loader.load method, no ADDED event is dispatched to the loader object. But if I open the file and call loader.loadBytes instead, an ADDED event is dispatched to the loader object. I suspect the ADDED event is dispatched because the content is being set as the child of Loader object, but why in the other case it is not dispatched?
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Apr 7, 2012
the file loads correctly but the loading screen only flashes up at the end.The only thing being exported in frame 1 is the loader image, and that is extremely small.Is it possible that there's a queue of things being loaded and the loader image is at the bottom of that queue? Since that was one of the last things added to the project
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Aug 12, 2009
i have a main loader swf file called loader.swf and it loads an RSL.swf (runtime shared library for my swf files) and then 10 swf files, each one to a container (fE.: movieclip '01' in loader.swf, then movieclip '02' and so on). the 10 swf files have a lot of references to RSL.swf, and i have to use RSL.the problem is when loader.swf loads the RSL and the other 10 swfs the loader throws errors like this:
Code:
*** Security Sandbox Violation ***[code]...
then i put in EVERY swf files (loader,RSL and the other 10) the code Security.allowDomain ("*") but throws the same errors...
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Mar 11, 2010
I am attempting to load multiple images in AS3 and I'm exploring different options on how this can be done.I would like to have to only use one Load() instance and handle the various image assignments in the onComplete handler...here is my first attempt:
var buttonLdr:Loader = new Loader();
buttonLdr.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onLoadError);
buttonLdr.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadCo
[code]....
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Jun 26, 2007
Sorry for the complicated topic. I got a .swf that loads in other .swfs. Rather than figuring out how to make a loader for loading .swfs I thought I'd just use a simple loader in the .swf I'm loading.
However, it doesn't work. It starts fully loaded but doesn't finish. Heres the AS:[AS]_root.stop();
PercentLoaded = _root.getBytesLoaded()/_root.getBytesTotal()*100;
[code].....
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Aug 24, 2009
how to create an image gallery that loads external bitmaps. It also has some nice fade in/fade out effects using Tweener. I was wondering, what would I need to modify from my code to load MovieClips from the library instead of the external JPEGs.
Code:
import caurina.transitions.Tweener;
var btn:Object;
var disabledBtn:Object;
[Code].....
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Aug 13, 2009
How to access a loader loaded by a loader
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Oct 20, 2010
siteLoader.as, Line 23 1061: Call to a possibly undefined method load through a reference with static type Loader.
[Code]....
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Jul 29, 2009
I have a main "shell" swf which, by clicking several buttons, will load/unload various external swfs into a Placeholder_mc which resides on the main timeline in Shell.swf In the documentation and tutorials I've seen a couple different methods, and I'm not sure I quite understand the difference, or at least the reason you would use one over the other...In the 1st method, you can just add the Loader object using the addChild() method:
Code:
var myLoader:Loader = new Loader();
var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf");
myLoader.load(myURLRequest);
Placeholder_mc.addChild(myLoader);
This will apparently add myLoader to the display list once it has completely loaded.The 2nd method, you supposedly can add the Loader.content; however, it appears you can only do this once the content has completed loading, so you need to incorporate an event handler with the contentLoaderInfo object:
Code:
var myLoader:Loader = new Loader();
var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf");
myLoader.load(myURLRequest);
[code]....
What are the pros/cons of adding the entire Loader object, as opposed to the Loader.content and vice versa?
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Aug 12, 2009
im working on an image viewer and im loading an image to a loader and then add the loader to the stage.I want the user to be able to drag and drop the image but since it's a loader i dont know how to do it.
I tried
imageLoader.startDrag = true;
imageLoader.content.startDrag = true;
but im getting an error on both.
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Jul 30, 2009
Is anyone else seeing this? After several minutes (less than 10!) of doing nothing but editing a .as file, I see an impending crash in the form of little pink squares around the scroll bars. Most of the time, if I save right then, then exit Flash, I escape without losing any work. If I ignore the warning signs, or sometimes just by Ugly Surprise with no warning, Flash crashes. It doesn't seem like using the app as an IDE for AIR apps, especially when doing little but composing and editing source files, ought to be that taxing.
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Sep 1, 2009
I am developing a complete AS3 based corporative website. Everything is nice and cool, except that seems to be impossible to release memory... I have read tons of articles referring memory management on AS3, and applied all the techniques on my code: I'm using weakly referenced listeners, removing them when I am done, setting to null all my objects when I want to release them, using the method unloadAndStop whenever I want to unload one of my external SWF files, disposing my loaded bitmaps using bitmapData.dispose()...
And no way, the memory continues increasing to infinite and beyond... One thing that calls my attention: If I minimize my browser and only on that situation, the memory goes down on my task manager to a reasonable amount.
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Oct 28, 2009
I have built an application that plays videos from the local computer.I am using the FlvPlayback Component. If I play a number of videos in a row(program has about 70), the memory usage on my computer goes to a level where my video is getting slowed down, audio becomes choppy, etc.It seems that when the new video gets loaded, the cached information from the previous video does not get cleared. Could this be and is there a way to clear this out on load of the next video?
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