ActionScript 3.0 :: Memory Management With An Object Pool

Sep 8, 2009

I've been trying to figure out how Flash does its memory management regarding object declarations but haven't found anything that describes declarations themselves. [code]Basically I want a pool of declared variables that get instantiated only when a certain type is set. I'd have logic in other functions that figures out what the type is and then does certain things to it, but for now I just wanted to know what kind of memory management Flash does with something like this. Does it do nothing until I actually instantiate it (= new Object()) or will space be set aside once I simply declare it (someObj:Object)?

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Memory Management - Make Flash 'play Well With Others'?

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[code]....

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[Code]...

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I'm learning to use Object-pooling. I'm trying to see how to get objects from the start of the pool and shift all the objects at position i to i-1. I've had a look at Adobe's help file on the subject [URL] but there I'm confused.

[Code]...

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I'm having trouble setting up my object pool. I created a "BallPoll" custom class to handle the pooling logic. I first call fillPool() to add 20 Ball objects into my array. Then in my document class when I want to create a Ball, I check the pool array. It isn't working and I'm not sure why.

[Code]...

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You can hook into the creation of Flex 4 item renderers easily enough (through itemRenderer, or itemRendererFunction) allowing you to pull renderers from a custom object pool, but how would you put those renderers back into the pool?

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my understanding is that primitive types (uint, string, Number, etc.) of a class do not need to be set to null for garbage collection.

for example, i am not required to write this dispose() method in the following class:

package
{
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[Code]....

if this is true, which i believe it is, what is the difference between objects of primitive types and objects of non primitive types concerning memory allocation?

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ActionScript 3.0 :: Containers For Object Management?

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Does flash supply 'invisible' containers, to make object management a little easier ? eg. add some objects to the container, then add the container to the stage, then later on remove the container (i.e removing also the objects) ?

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ActionScript 3.0 :: Display Object Management Within Class *tear*?

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I've been procedural programming with AS2 for a few years. just recently jumped into AS3 a couple of weeks ago and working on a current project and trying to write a class that:

1) loads and collects data from an XML file

2) creates text-based buttons using the XML data

3) loads page sections once these buttons are clicked

i have all those down so far.

i am using TweenMax for tweening. there are two for loops that create the text buttons because they are separated with a header. if there is an easier way to do this, please let me know. the section class is a library movieclip and populated with data from the XML file. it is loaded to what i think is the parent clip of the buttom. so, each instance should look like[code]...

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Actionscript 3 :: In Flash Does Extending An Object Use More Memory Even If The Object's Methods Aren't Used

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I am creating an object pool to cache some recyclable objects in memory at the outset of my application in order to avoid (as much as possible) the performance issues caused by GC running; if possible I'd like to minimize the memory my object pool reserves, so I'm attempting to pool generic forms of the objects (with no methods) and then casting the generic variants to more specific and complex object types which extend the generic form when I actually want them on the stage.

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I've been reading a lot about the benefits of Object Pooling. Found some "tutorials" online, all above my skill level. Can anyone please show me an extremely simple example of an Object Pool. What my game does is creates Ball objects when the user holds down the mouse, stops when user lifts up mouse. I need to store these Ball objects in an array(or Vector), and hit test them with other objects, removing them from the stage when the hit another object. I'd like to create a pool of say 20 of so, created once, and recycle them.

[Code]...

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what I have is:

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But the "frame" trace still keeps on appearing, so where exactly is that object and how to check for it, how to delete it and kill it. I know that listeners keep objects in the memory, but then how to find them, and at the end of the day also used weakReference=true while assigning it, so that should take care of it. What exactly is going on here?

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ActionScript 3.0 :: Get Object By Memory Reference?

Dec 18, 2008

When debugging, I see an objects memory reference next to its value. Is it possible to get that as a string or assign a variable based off memory location?

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ActionScript 3.0 :: Removing Object From Memory?

Aug 5, 2011

I have this line

Code:
this.parent.removeChild(this);

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ActionScript 3.0 :: How To Remove Previous Object From Memory

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I am getting problem of memory of having repeating object. Below is my code.

import flash.system.System;
var counter:Number=0;
var systemMemory:TextField=new TextField();
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stage.addEventListener(Event.ENTER_FRAME,showNext);
function showNext(event:Event){
[Code] .....

Above code does repeat textField Object continuously. Now I want to destroy previous created textField Object. So that my memory will not be hang. I got some where in the blog that with System.gc() could clear garbage collection. But currently I am not working with system.gc any more I want to clear previous object in programatically way. Is there any way that I could destroy previous created object?

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Actionscript 3 :: Merging XML Object In Memory Files

Jan 15, 2010

There are a number of posts on here about merging XML with Java, but I can't seem to find any reference to Actionscript for the same task. I have a group of XML files that I need to load. I want them to sort into one XML Object in memory. For example, let's say these were my XML files:

[Code]...

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ActionScript 2.0 :: [FMX] Deleting A LoadVars Object From Memory?

Mar 26, 2004

Is it possible to delete a LoadVars object from memory, as well as its contents? Say I load 20k of data into a LoadVars, and I delete the LoadVars Object, does it stop loading variables into memory, and does it delete the memory that it importing?

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