The problem is... when I check the Task Manager the memory usage of the Flash player keeps going up and up without reducing everytime I click the "Next image" or "Previous Image" buttons. Even when loading the same image.I tryed many things to "unload" the image from the memory but none of them worked...
I am having some trouble with the FLVPlayback component with regards to memory. The videos are being loaded in from a server in quick succession. The user has the ability to go from video to video, but its not all in one FLV Playback, each new video has its own FLV Playback on the stage. I tried to manage memory by setting a limit of 3 videos and eliminating any extra instances. I've tried stopping the video, and I've tried closeVideoPlayer(1);. While examining System.memory, I noticed it just keeps stacking up with every new video that's loaded in. The memory usage is not going down when I stop the video and remove the instance!
The idea is very simple: I have a submain.swf with 5 buttons. Each button loads an external .swf loader.load(URLRequest);After playing first external swf, before I go to next one, I try to unload it1. remove all its associated listeners:com_loader.contentLoaderInfo.removeEventListener(Event.INIT-PROGRESS-C OMPLETE, idFunction);2. unload it:
I load image from url like this Code: imageholder = this.attachMovie("imageholder", "image", this.getNextHighestDepth()); imageholder.swapDepths(selectMenu); loader.loadClip(uri, imageholder.bigImage_mc); this== root, imageholder is MC that contains empty MC named bigImage_mc, selectMenu needs to be in front of loaded image (2nd line) and loader is MovieClipLoader()
Image is unloaded and removed like this Code: loader.unloadClip(imageholder.bigImage_mc); imageholder.swapDepths(selectMenu); removeMovieClip(imageholder); but when I unload image it doesn't free any memory, and when i load new image it increase memory usage...
I even tried Code: System.gc(); System.gc(); after removeMovieClip(); as I found this on some website... but with no improvement
My Problem: I simply want to load a swf in a swf and then unload it. When I do this it works and cleans out "some" memory but after I unload the swf the memory usage grows a little each time. Shouldn't I be able to have this so the memory hits a limit and doesn't keep growing forever?
What I tried: I put in System.gc() for debugging to force garbage clean up, and I am testing it in the debugger in the browser.There are 2 static images in the swf that is loaded and unloaded. I feel like those images are staying in memory maybe? I am assuming that the "unloadAndStop()" should handle that though.I put an enterframe listener which I remove along with the unload button.
My Code: The code is below, my files are larger than the upload limit here, but you can download all the files from this link: http:[url]....
Main swf to load into:
Code: var _swfLoader:Loader; var _swfContent:MovieClip;[code]............
Im creating a flash projector which has a holder swf with an empty movieclip. A series of external SWFs are loaded into the empty movieclip on the push of a button. Once the clip has been loaded, other external SWFs can be replaced in the empty movieclip at the push of a button. As memory leaks and garbage collection seem to be an issue, I was wondering the most memory efficient way of loading, unloading and replacing these external swfs so that memory leaks are kept to an absolute minimum.
I am using the puzzle game sample from adobe and want to use it as part of an interactive narrative for students. However, everytime I try to go to new frame or scene the image stays with me. How do I remove or unload the puzzle frame and bitmap images so that it doesn't follow me. I am not a coder very confusing here is the entire script.
var puzzlePiecesArr:Array;var puzzlePiecesFound:Array;var topDepth:Number;var totalPuzzlePieces:Number;var correctPuzzlePieces:Number;var puzzleBmp:BitmapData;var intervalID:Number;var threshold:Number;var imagesArr:Array; var imageLoader:Loader;var requestURL:URLRequest; var puzzleBoardClip:MovieClip;var holder:MovieClip;
I am finally getting the hang of AS3, especially when I discovered how much easier it is to control information from XML.So I am creating a sort of photo album, but my problem is next button triggers the next image, but the previous image is still there. I discovered it is because I have called a load method but haven't unloaded it...
ActionScript Code: function loadImage(url:String):void { imageLoader = new Loader(); imageLoader.load(new URLRequest(url));
[code]....
Where P is a variable I carry to count which image to load from the xml, IMG is the variable carrying the URL from the xml file.
Loading images into Flex (size < 100kb) causes IE7 memory increase by a megabyte per image. What's going on here? Here is the code I have -- this for each image:
I am working on an application, using Flash CS3 + AIR, that involves some heavy content loading. I need to fetch some 140 gif files each around 400x400 in resolution and 50KB in size and display them in a TileList. The code that I am using is pretty standard stuff, (excerpts from the cellrenderer of my TileList):
I'm using the Flash 9 AS3 Public Alpha IDE. I'm loading a suite of 256 external png images using the Loader class. There are multiple "suites" of these images, but once the .swf starts and a couple of settings are loaded, only one of the suites actually needs to be loaded for that session. Only a small handful of these images are displayed at a time, but this handful changed rapidly. Images are quickly loaded, animated, unloaded, etc. Currently I'm using the Loader class to load the images whenever I need them and then I remove them from memory when I'm done. Because they are used so often, and without much forewarning before they become needed, this solution is no longer effective.
If I place all of these images in the Library and setup their linkage properties individually, everything works fast and efficient loading them with getDefinitionByName, but this is not practical to have to recompile my .swf file everytime the images change (not to mention setting up the linkage for 256 images is very tedious). The other complication is that multiple classes that are not directly connected with each other need access to these images, which means the images need to have some sort of global access (like they with getDefinitionByName). most effecient way to load all 256 images into memory and then give them global access to be *quickly* reproduced, duplicated, multiplied and animated by any class?
I've made a script which loads in, at intervals, images in a sequence (image1.jpg, image2.jpg ). However I've being doing my nut as to how to remove the preceeding image from memory as looking a the Windows Task Manager, each image gets added again and again, accumulating memory usage. I've tried removeChild, and null; stuff, but to no avail.I want it to go through the 10 images, and with each step to the next image, remove the last one from memory.[code]
I have been working on an Actionscript 2.0 project that basically loads external images.Everytime i load and unload a new image, memory increases to 1 or 2 MBsIf all the images are in cache, then it increased to 4 or 8 KBsIn the unloading of images, I have removed loader and the container of the image.
I've made a *.swf file of the sprite sequences of 1000 images with (780 x 480) size. After that I embed this with another one class to show but every time it crushes during run time because of insufficient memory (assume that I have 2GB memory space). Which is the best way to implement such big sprite sequences in AS3 by avoiding the memory problem?
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.
I load my external image into emptymc which is inside mc_container:loadMovie("myimage.jpg", mc_container.emptymc); //placed on main timeline.This works fine. However when I go to a different frame within mc_container(specifically a frame without an instance of "emptymc") emptymc gets unloaded. As soon as I go back to a frame containing "emptymc" it no longer has the jpg.Is there a way I can keep the jpg loaded in emptymc without having to load it again?
I've loaded an SWF file into an AS3 project, thing is, I can't unload it. Everytime I use loader.unload, The Flash IDE crashes! I've tried to google the problem, but it seems no one seems to have an answer for it.
I'm having a problem unloading an external SWF from my container clip. I've searched all morning for a fix to this problem, with no clear resolution. I thought this was originally a xml update issue, but it's not. A lot of talk about removing child nodes, but I'm not sure what do do there.Here's my code:
PHP Code: function loadXML(loaded) { if (loaded) { xmlNode = this.firstChild; swiff = []; total = xmlNode.childNodes.length; for (i=0;
unloading a SWF from a movie clip. This code is inside a movie clip acting as a button that loads the SWF into another movie clip in the main timeline called "rootbox_mc". Basically when i spam the button, it keeps loading the external SWF over and over the one already loaded, i want it to remove the one already loaded before loading another in its place.
More specifically, i wanted to ask why my if statements were not working, and how do you actually unload a loaded external SWF. I read that you just delete the child, and that's what i tried to do here.
Code: this.addEventListener(MouseEvent.CLICK, load1Release); function load1Release(evt:MouseEvent):void { var checker:Number=0;
[Code]....
ps; This code is someone else's code that i found on the internet. I tried to modify it to fit what i'm trying to do, but it is currently not working.
I am having some problem removing a null object and I realise that I have not been unloading my swf's properly. Could someone take a look at what I have been doing and tell me what I can do to make it better. I am putting my website in an exhibiton of my design work and if it lagged up due to all the clicking it would suck!
Code:
aboutBtn.addEventListener(MouseEvent.CLICK, aboutLoad); function aboutLoad(e:MouseEvent):void { ldr.unload();
have this main swf that calls 2 swf. then the 1st swf that he calls was consists of xml images and button.now my problem is upon loading 1st swf then i clicked the button and loads another swf file it should unload the 1st swf file, in my 1st swf i have this switch case ode for button, i put the unload code inside it but it does'nt work.
I have a UI that loads swf in the content area when several buttons are clicked (these buttons are menu1, menu2 et.c) the code is as follows and it is working fine...
So clicking the first button brings up a main menu in the main content area...with four menu options (buttons labelled mainMenu1, mainMenu2 etc.) When you click one of these main menu options, the corresponding swf should be loaded in place of the main menu (in the main contant area).
However this is not happening and the main menu is staying around and not being unloaded. Is this because the main menu swf is in a loader created in the parent swf, but the main menu loader is in the main menu swf. So I think in effect i have two loaders appearing at the same time.
I have a movie that serves as a greeting card - it plays an animation which (at the end of the timeline) plays a looping music track, and activates a "random" script to generate a "snowing" effect.At the end of the movie I've faded in a button that allows the viewer to "replay" the movie - which works okay... except it's still snowing when it starts (should begin without that effect)... Is there a way to unload that script? I found a way to unload the sound easy enough - but I can't seem to figure this one out.
for (k=0; k<150; k++) { duplicateMovieClip(_root.snow, "snow"+k, k);}
There is another script within the movieclip itself, but I don't think you'll need that. To preview the movie click below (sorry, the "replay" button is all the way at the end - you'll need to watch the whole movie) http:[url].....It probably begs for an explaination - if you're wondering, it's for a religious-based college (Fransiscan) - their mascot is a Saint Bernard..
I have a really simple problem regarding the unloading of swf's. I've searched for solutions but somehow I am having some difficulties understanding all the parent-child associations.So, I have main swf that has four buttons, each loading an external swf. The buttons are on the main timeline. The swf's that are loaded have a return button on their main timelines that would need to unload the current swf and thus return to my main swf.
function startLoad(){ var mRequest:URLRequest = new URLRequest(correctURL.toString()); mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onCompleteHandler); mLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,
I have a simple file with 2 buttons (load + unload).By pressing the load button, an external movie_player SWF loads (this SWF loads a FLV video into it).The problem is that when I press unload, the movie_player dissapears from the main SWF, but I still can hear it. How can this problem be fixed?
ActionScript Code: var urlRequest01:URLRequest = new URLRequest("movie_player.swf"); var external_swf01:Loader = new Loader();