ActionScript 3.0 :: Memory Used By Individual Objects?
Dec 14, 2010Is there a way to find out how much memory a single object is used?
View 3 RepliesIs there a way to find out how much memory a single object is used?
View 3 RepliesI have an array of temporary objects created in a for loop. The objects are of type class "Tile", a class I created. However, it appears that whenever I create a lot of tiles in the for loop, the program slows down indefinitely.
While the array is whiped at a later trigger point, I am thinking that perhaps these Tile objects are not being erased from memory. They are being created on the fly in a for loop, and the array is being reset to "array = []".
Are the objects still in memory or are they cleaned up when the array is set to []?
function funFun():void{
someMC:MC = new MC;
someMC.property = value;
stage.addChild(someMC);
}
How do I access the properties someMC after it is added?
I know there is a way to manipulate the objects that are within a movie clip, but what's the syntax for it? For example, if i have a movie clip that consists of 4 squares, how would move just one of those at a time, separate from the other 3?
View 7 RepliesI have a class "Ball" which display graphical circle ball in random x&y axis and Ifade out it with Event.ENTER_FRAME and specify removeEventListener if it reach alpha<=0 .Now I made multiple object from "Ball" class. Now, In my stage it works nice but when I see my Computer Memory status. my current flash.exe is increasing memory rapidly. Is how to remove my unusual object from my Memory. So that it would not get hang.
View 2 RepliesI've gotten as far as getting a listbox with a list of articles to display the articles in a dynamic text box, only i can only get it to work if i use one huge external text file that contains all the articles. what i want is to have each item on the list open up its own external text file, i.e. for each item on the list, there exists a separate text file. I'm about ready to put my fist through the monitor, and that would suck because this is a really nice monitor
View 13 RepliesI'm trying to remove simple objects from memory, but when I call removeChildren memory usage rose :/ And I don't why ? And how can I remove objects ?
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I tried to include a free photogallery based on as 3 in to a free flash template site. Now, if u click photogallery, the photogallery have to build up!
I have following problem: -If u click the photogallery a second time, it doesnt work correctly! (I think it has something to do with the existing objects from the first call!.. The second thing is, it uploads the pictures for the gallery 2 times. So i have 40 picture instead of 20 (20 of 20 are the same :/)....
I tried this but with no succes: (i tried to remove the objects with remove child...Its the last part of this code)....
Code:
/*
Created by Min Thu
http://www.flashmo.com
AS3 References and Credits
[Code]....
I am creating a generic button that will remove items created dynamically in a movie clip container from memory (not just from the display list).
To track which item the user has selected for deletion, I have a click function that stores the name of the clicked object in a variable called objName. I then store a reference to the object itself in another variable called targetObj. I can then easily remove the object from the stage like this[code]...
I'm trying to make a Starfield program as practice for ActionScript 3. I'm using a timer event in the document class to create Star objects which are defined by an object class connected to the movieclip Star in the Library. The object class has a timer as well, and at each tick it repositions itself a few points away and scales up, creating the image of a star shooting towards the sides of the stage. When the star has gone past the boundaries of the stage or when it has scaled to a certain size, it removes itself from the display list with the command: this.parent. removeChild(this);This removes the star from the display list just fine, however after that I can't get the star to set itself to null so that it will be removed from memory, and I'd like some suggestions on how to do this properly. An idea I had was to make a function in the document class that the child objects can call, something like this.parent.KillMe(this) which would give itself as a reference to the function, which could then use a local variable reference to set the child to null, removing it from memory. This all seems terribly complex, so I'm sure there's another way.
I haven't noticed a memory leak or slowdown, however, so I'm curious if objects without references that are removed from the display list are automatically removed? That could be both good and bad, as the object might want to add itself to the display list again at a later time; not in this Starfield program, but perhaps in another I write.
In my flash scene, I want to put several items off screen (to make things easier) which are going to rush through the scene (they are very big in size) but I worry that they might slow down the movie as it's playing.
But if I have things off the scene (out of view upon playback), do they affect the speed of the movie (affecting the memory and slowing things down)? To give you a better idea here is the scene: There is a vehicle moving quickly and the camera is facing the right side of the vehicle, so we can see the moving landscape behind the vehicle. I can either create a very very long landscape and movie it all one time (if having the long landscape off the screen does not affect the movie's speed), or I can create certain points of the movie where I ad and take away from the landscape.
I want to know about the Object type specifically when it comes to garbage collection in Flash.
I know that items will be ready for garbage collection in situations like this:
[Code]...
My AS3 application basically does the following (pseudo code from main application class) 3 or 4 times by adding custom objects to stage:
_movieClipClassVariable = new MyCustomSpriteSubclass();
_movieClipClassVariable.addEventListener(MyEvents.READY, function(event:Event):void {
_hideLoading();
mcHolder.addChild(_movieClipClassVariable);});
_movieClipClassVariable.addEventListener(MouseEvent.CLICK, myClickHandler);
private function coverClickHandler(event:Event):void {
}
What is the right way to allow Garbage Collector to recycle _movieClipClassVariable after it is not necessary? Assign null to it? Remove all listeners? Use weak reference for listeners?
Is this at all possible? I just finished re-building my entire portfolio site in AS3 because I can't change the frame rate for loaded content in AS2. Now I find out after completely rebuilding this thing that AS2 content gets stuck in Flash Player 9's memory and won't erase on Loader.unload. All my work from years back is in AS2.
View 0 RepliesAnyone know if there's a way to check for objects in memory that have been removed from a display object but not set to null?
View 1 Repliesmy 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
{
//Imports
import flash.display.Shape;
[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?
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.
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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?
View 4 RepliesI'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?
View 2 RepliesI 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.
View 2 Repliesmake an interactive flash simulation of a display that has several different settings. these need to work individually so that the user can set the different indicators to the number they want. the picture shows the two main functions; a number indicator and a status bar (kind of like the reception bar on a phone).i have tried to get .swf files to load on top of each other, but they keep erasing previous settings in other indicators. is there a way to get this to work? or maybe a completely different approach that would be smoother? or can someone point me in the direction of a tutorial or a template that has this function?
View 4 Replies[code]I would like to populate 'allLinks' with objects 's'.However I have been unsuccessfull in my attempts.I need this loop to work for a a large number of items so I dont really want to have to add each individual item.
View 2 RepliesWith get- and setTextformat I can set the individual color of a section in a TextField. There is a problem with getting and setting a textformat from and to a TLF (set- does give an error message when putting the TextFormat back to the TLF).Now if I have two strings and want them to have different color and size in one TLF what would be a good way to do that. I don't want to programm all TextFormat propertys for every different Text in my application.
View 10 RepliesIf I have a button named:
<mx:Button id="backButton">
and another named:<mx:Button id="cancelButton"
How can I style each button seperatly?
Can I give each button a style, then set the style in CSS... E.g.
Button #style { backgroundColor: red;}
I have figured out a way to change the style of tabs at run time with following logic:
var cssStyle:CSSStyleDeclaration = StyleManager.getStyleDeclaration(".MyTabs");
cssStyle.setStyle("borderColor", "red");
But here ".MyTabs" class is applicable to all the tabs between first and last tab. As per getStyleDeclaration javadoc, it only accepts "class selector" and "type selector" not the id selector.
How can I change the individual tab style at run time?
I need a way of recognizing what weapon is currently being held.The way the weapons works is it is a movie clip, with multiple frames, each with a different weapon, and each weapon has a different minimum/maximum damage they can do. How can i make a code that recognizes which frame the weapon movie clip is on?
View 6 RepliesI have two buttons without names and I'm trying to have the same exact code on each so that you can click the button and it will turn white (or look like it), and click it again and it will turn back to blue (alpha at 100).This is the code I'm using on each button:
Code:
on (release){
if (_alpha == 100){
_alpha = 1;
[code]...
Unfortunately it causes both buttons to change their alpha to 0, not just the one that the code is on.Could anyone tell me why this is and how to make it so that only the button clicked is the one that has the alpha change? The reason I'm doing it this way is that I am going to end up using over 600 buttons like this, and I would much rather be able to copy and paste them in rows instead of naming them (I've already spent upwards of 45 minutes naming them A1, A2, B1, B2 and changing the code to fit).
I been trying to find this but no luck so far. Is it possible to get different soundmixer values for two different sounds that are playing at the same time?
At the moment it seems to me that the soundmixer takes the combined sound output for analysis, which si not what I need.
Let's say I have and HTML page that contains lots of small SWFs: example: Code: [URL] Let's say each of those SWFs has also assigned method STOP(); which stops it from playing further and PLAY(); which starts playing it(ex: u can see "PLAY" btn in example attached). Now what i want to do: I want to be able to controll ANY of those SWFs from ANY other SWF inside that HTML file. Ex: i click 1 SWF to PLAY(); and ALL other playing SWFs will be STOP();-ped, so that only 1 SWF plays at a time.
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Is there a way to contol specific objects/movie clips in your swf file based on the size of user's browser window?
View 1 Replies