ActionScript 3.0 :: Optimize Class For Better Performance?
Aug 7, 2009
I've been working with AS3 now for a few months and am making good progress in it (I'm a AS2 transfer student). However, on a project I'm working on I'm having a little issue with performance within the browser. I was wondering if anyone had some tips on how to optimize the following code as I include this object about 600 times in my flash to make a waterfall (which causes resource drain in the browser)?[code]...
i am looking to use a fair amount of music in a project that a user has dynamic control over. because file size is an issue i was wondering the best way in which to optimise file size and performance? i have noticed the loadSound command for retrieving it from a server and also considered using a linkage and not exporting in the first frame (if i do this how do i export it afterwards?).
I'm wondering if anyone has experience with if there is a big difference in performance in ActionScript 3 between keeping a class with only public static functions, and utilizing those functions often (as in a frame event at 30fps), and in turning the class into a "normal" class of which I instead make an instance and call the functions via the instance instead.
i am pretty familiar with tweaking as1/as2 performancehowever in as3 i am still a noob concerning optimization.i tend to have a class utils in my projects in which i carry a lot of static vars and functions.[code]
I'm curious about event performance. I have a custom class that downloads files from a server and writes to your local system with AIR. This class has a few custom events that fire during a download process: File starts downloading, files finishes downloading, error occurred, progress, and a few others. This class was built for a specific project, but made coupled so it can be used for anything else wanting to download a file from a server. I'm starting to implement it into a new project, and a few events I'm not listening for, such as when the file starts downloading, or the progress of it, just the complete.
Does it strain overall performance having all the other events still dispatching, when I know they aren't being listened to? Would be be better to comment out the dispatchEvent() for the specifics I know aren't used, or does it even matter? There's obviously events dispatched throughout the SDK that aren't always listened for: Right click, drag, resize, etc. This makes me think it doesn't matter that these events fire but aren't handled, but since code is running and things are happening, that means there is performance going on.
I have a pageflip project and have 15 swf. Some of the swf which having the image content are loading(fliping effect) too smoothly , but if the swf having text content are loading very slowly.
var ocf:Object = PageFlip.computeFlip (this.pageCorner.clone(), this.lastFlippedCorner, this.width/2,
I'm devloping some library classes for flocking/steering behaviours on large numbers of objects (2000+). I'm finding that at < 500 instances, performance is reasonable. As the numbers increase, framerate bogs down.
I've seen remarkable performance with libraries such as Flint or Box2D with ridiculous #'s of particles / objects, so it should be possible to optimize / refactor my code to be a bit better.
I'm aware of the basic optimizations, such as bitwise operations and optimized for loops. Are there any more fundamental approaches I should be considering? For example, currently each instance is a vector-based MovieClip. Would working with BitmapData be more efficient?
Will I take a big hit in performance using nested ViewStacks? Should I strive to handle all navigation in one ViewStack and push children manually or will the affected performance be negligible?
We have a medium size Flex 3.6 application that contains around 20 different page views (managed via a single lazy ViewStack) each having multiple components. Most use custom renderers.All model data is loaded at startup and changes to model instances are communicated via binding and/or collection change events.Once the user has viewed each page at least once, all page views are instantiated and happily listen to update events.Which in effect means that each time a model instance changes, all interested views receive that event and compute derived data or trigger item-renderers.I have tested and confirmed this behaviour in a proof-of-concept application. Even when setting a list to being invisible, it still listens to collection change events and invalidates any renderer affected.What would you do?
im working with games ryt now, im animator, my knowlegde in scripting is basic, im just curious with my project right now, i need to provide the .fla the problem with my .fla is to big, 200mb, is there any way to reduce the .fla without editing the inside of .fla,
I do many photography flash sites. I usually bring in all the images and then select each one, click their bitmap properties and adjust the quality individually.
Think of it as a calendar that picks up the item specified in the given date or something similar to that This sample code works, but does look like it's looping way too many times and potentially kill the system if you have many item in the k_arr...
All variables start offset by 1 (a=1, b+2, c+3, etc..)I want the values to all start over when they reach 7.You can see the lower half of code displays these images, basically rotating around a circle.What is most efficient way to script? I assume an array.
a += 1; if (a==7) {a=1}; b += 1; if (b==7) {b=1}; c += 1; if (c==7) {c=1};
So I have 10 buttons, and I would like them to all do similar actions, but I was wondering if it's possible to optimize the code somehow.
When you rollover the button I would like it to alpha IN, and then when you rollout I'd like it to alpha OUT. Lastly, onPress I'd like to go to a different keyframe in the scene.[code]...
I'm building an application in Actionscript using Flash assets, and my frame rate becomes very low (~7 fps) when I attempt to render 20+ assets on the screen, even though most of those assets are stopped movie clips. I've tried setting .cacheAsBitmap to true, which helps a bit, but not enough. What else can I do to get the frame rate up? I've noticed that some movie clips seem to impact it more than others, but I'm not sure how to alter them to make them easier to render.
I have a question about making flash games in Flex.Right now I am developing a 2D fighting game, here's the link[url]...
However, I am not sure how efficient I programmed the main loop.
Since I have never read a tutorial or seen any other Adobe Flex games out there, I didn't know how to implement them. I have a Timer instance that calls an update function every 24 frames, which updates all of the game objects and views. [code]...
I build games, which tend to run slowly when there are more than a dozen or so graphics being moved about the stage. I feel that my code is clean (I have researched code optimization) but not sure how I can make improvements with graphics. Currently, all graphics are created in Photoshop and imported to Flash as .png (I need semi-transparency, hence the .png format). I then set the image quality to low inside the library.
Every image usually resides within its' own sprite or movieClip. My games seem to slow down a fair deal when an image is introduced (such as a semi-transparent cloud drifting across the screen). Is there a special way to handle images when performance is an issue? I've only heard of stuff like cacheAsBitmap and other such fancy terms.
i'm making a website and it has some parts with flash such as the background. You can see the site here: [URL] You will see that the preloading of the background is too long beacuse i have 4 images as background in the library. the images are 950 x 650 pixel jpegs that in the library use the Photo(compression). So when the swf is on loading it take a lot of time.
This is all working fine. How can I further optimized the code (make it shorter) for last section?I created the loop for root.d and root.e of xml using for loop and while loop but then it does not add the xml values to the attachmovie text. I don�t know why?
I'm just installing Apparat, and I'm interested in using it to optimize my SWFs.
On its google code page some optimizations are listed out .. sliding window, flowgraph ... so is it possible to make use of these optimizations? how?
I have heard of the -reducer command, does it perform the optimizations? are there other commands you can use? or do you have to build apparat yourself and access it via scala?
got some FLVPlayback playback problems on IE7. Videos start after too much time. try and click on the right banners:
[URL]
Did you ever had some similar problem? Do you think that maybe there's some solution? Does FLVPlayback do a progressive download by default? Could raising the default bufferTime (0.1)
I'm just installing Apparat, and I'm interested in using it to optimize my SWFs.On its google code page some optimizations are listed out .. sliding window, flowgraph ... so is it possible to make use of these optimizations?I have heard of the -reducer command, does it perform the optimizations? are there other commands you can use? or do you have to build apparat yourself and access it via scala? I typed "reducer help" on the command line, and it seems that this program performs some of the listed optimizations:[code]