ActionScript 3.0 :: What Is Common Or Acceptable Flash CPU Usage
Jul 17, 2009
I'm building a media player with alot of tweens in the interface , I'm wondering what is common or exceptable in the professional flash community. When I tween the whole Interface into another view firefox spikes to 12 - 16 cpu on a 3.01 GHz duo-core. Is this normal? After the tween Firefox flunctuates between 2 - 8 cpu while idle.
I'm building a media player with alot of tweens in the interface , I'm wondering what is common or exceptable in the professional flash community.When I tween the whole Interface into another view firefox spikes to 12 - 16 cpu on a 3.01 GHz duo-core. Is this normal? acceptable? After the tween Firefox flunctuates between 2 - 8 cpu while idle.
My Flex person claims that now Flex can do for iPhone as well. Whereas my iPhone person says Apps done in windows environment cannot be acceptable by App Store. Does anyone expert in both can tell me real thing.
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'm debugging a flash website that do a request to an php file named upload.php to upload some images to the server.The problem i'm having that debugging it with Firebug the request to that page is throwing a 406 Not Acceptable status code and is not saving the images.
Post Data: This website runs well on the staging server but in production server this process of the image upload fails. I only can assume that a change to apache configuration / php must be done.
We're in process of trying to purchase a new server. Our server unit wanted to provide a VM instance, which I told them would not work (according to the documentation). So, their next suggestion is to provide a blade server. Is this an acceptable configuration (assuming they meet recommended CPU/RAM requirements) to install FMS?
I am creating some sort of interactive background and at is current state of development the master constructor function have like 15 parameters that need to be put in. I can add at least 6-8 more and make it really flexible, but I start to wander if this will be such a good idea. I am not sure that the general people that I am developing this class would like to type so many parameters before using it to full potential. So there is only 2 must enter parameters and like 13 that you may want to change or leave the original values. My question is if there is some common practice about this? Is it to many or no? Just for idea this is the function at this point (working ok):
Code: new Maker(textTest,15,150,200,2,8,3,5,0.3,1.5,4,360,0.003,30);
I have always used getURL("whatever.mp3", "_blank") to allow a user to play an external mp3 on his/her own systems player (i.e. Real Player, Quicktime,etc.) and never had a problem. A new window opens up with (in my case) a Quicktime player/progress bar and I can hear the music play almost immediately. Aside from scripting a custom mp3 player, is this an acceptable way of playing mp3s on a website?
Here's why I ask: A site I just built for someone doesnt quite work that way. My client says that Real Player is his default player for mp3s and the popup window reads "Error page not found". anyone point me to a tutorial that explains mp3 file-type associations and hopefully provides a solution to my clients errant popup?
I'm struggling with something that shouldn't be too difficult but I can't figure it out I have a number of Arrays with different values and I want to find the common values all of the Arrays have, see example below: var arrayOne:Array = ["1","2","3"]; var arrayTwo:Array = ["1","2","7"]; var arrayThree:Array = ["1","2","9","12"]; _resultArray = ["1","2"];
I'm user of relatively weak computer (pentium IV 3.0 with hyper-threadingiem) but with a bit newer graphic card - asus radeon HD4650I'm not big new games fun, I'm useing my hardware most to internet access so I would rather not to buy new computer in the near future. But also I would like to have possibility to watch flash movies fluently on full screen (eg. youtube, video streeming). Unfortunatelly, till now, it was pretty weak. I got hope that afther new flash release (lately), which should use computing power of graphic card and making CPU work lighter.
Unfortunatelly, afther flash update (10.1) I haven't noticed any changes - everything work in the same way (not fluently) as at old flash. CPU usage is still ca.100% and GPU usage is 0% (I can see it in control panel) What is wrong? Is it this version of flash what should use GPU or it is not yet? Maybe I should configure something more? Or is it possible that I made something wrong? I've tried few times, made lots of work and combinations (instaling and reinstaling different versions of flashs, graphic card drivers, browsers changing etc) and still nothing.
How much memory in bytes can Flash normally handle? I have a fairly involved program that is running at 39MB usage and now may be causing some memory issues (I'm not sure it's the memory, since it was running smoothly up until I made a few code changes and now Flash freezes after making those changes). But anyway, I have been wondering about memory usage and Flash CS3 and felt like this was a good topic to dicuss. Is there a way to force an increase in available memory for Flash?
I am doing a flash getting data from mysql. My Database is quite big (200+MB) with lots of datas. here is my problems, after using my flash for some searching, maybe because of calling mysql to get too much data (like getting 900 records with their names and images), my memory usage increase to over 2 GB. Thus my flash is dead. I need to restart it. Is there any ways to reduce the memory usage?? Or it might be some other problems. I am quite new at my job, so it might be something that I forget to close ot remove.
As more and more FLV videos are moving to HD, I'm noticing high CPU usage and lots of dropped frames when playing FLV video in web browser with Flash 10. This is true even if the video isn't full screen. I've tried a variety of browsers (Firefox, I.E., Chrome) and the problem occurs on all of them so it's pretty clear it's a limitation in Flash.
Now my PC isn't high end (it has a Pentium M 1.86 GHz processor), but I can take those same FLV files and load them in something like Media Player Classic or Windows Media Player (when using ffdshow) and play the FLV files full screen with little or no drop in frames and an acceptable CPU rate.
This is especially annoying on sites like YouTube where I actually have to save the video and play it back in something other than Flash to have it play back at an acceptable rate. This doesn't work for other sites like Amazon.
Why is the CPU usage so high when decoding and displaying videos when compared to other media players?
Do anybody know about how flash player render the content when we do the scaling? Let's say i have 2 flash swf file. swf1 : the stage size is 2000 px x 2000 px. + 1 movieclip with 100% transform swf2 : the stage size is 1000 px x 1000 px. + 1 movieclip with 50% transform Let's say there is a movie clip on swf1. So i copy the same movie clip to 1000 px x 1000 px file and transform the movieclip to 50%. So it will look the same if i scale the swf2 x 2. If there is any different on swf1 and swf2 in team of CPU usage or etc?
Like is it true when playing swf2 need more CPU usage than swf1 because swf2 need to do the scaling but swf1 not. Just not sure which way i should develop the content. Because i have to make some content and the width/height are about 3000 px. So i am thinking if i should set the stage close to limit 2880 or just make the content like swf2. And my concern is if it will use more CPU when do the scaling.
When I run my swf locally in the Flash Player application, its memory usage starts at around 50 Mb, and though it definitely fluctuates, it generally stays centered at around 50 Mb. Then I embed the same swf in an html page and run it in my browser (firefox). Now the memory usage starts at 20 Mb, but increases at a near constant rate until it is over 100 Mb and I need to stop it. The swf is essentially unusable in the browser because of this.
What could be the cause of this huge difference in behavior? Where should I even begin when trying to make the swf functional in the browser? EDIT: I have found what was causing the problem (sort of). A certain type of object, which gets spawned a lot during the game, doesn't respond to removeChild() correctly. As a result these types of objects were building up on the stage (but invisible) and causing the memory usage to skyrocket. This doesn't occur when I test it in CS4 or in the standalone flash player application, only in the browser. It seems like a Flash bug.
i have created an animation (kind of tween) in flash by AS,i want to use it more than once in my project, but CPU usage increase very much!i think save my animate as swf and load it in my project.
I'm developing a p2p mutliplayer game using adobe rtmfp server on facebook using flex 4. I have box2d for physics engine and the hardware acceleration is on. In 60fps, Average cpu cost for 6 players room is %40 for 1.86mhz intel core 2 duo. But in 8 and more players rooms, the cpu usage increases to %50 and fps drops to 50. I'm guessing that flash player uses only 1 core in full performance and resting the other. However I need all cores for 8+ rooms to simulate 60 fps smooth game. Is there a way to make flash use multiple cores at once?
I have a movie that am loading external 27 movie clips. after a while the flash projector crushes. when i look at the the task manager flash Mem usage is 171000k.
the more i upload the more the memory keeps increasing. i thought when u upload a movie clips in flash they keep replacing the one before and so the memory does not keep increasing?
--kharddie var loaderScenario:Loader; loaderScenario =new Loader(); loaderScenario.contentLoaderInfo.addEventListener(
I've hired a freelancer, to make a design for my flash app. And everything was fine, untill I saw this. It was an animated background. It has about 100 tweened movie clips, that do pretty much the same - simple rotation tween, but cpu usage on that background only reaches 17-20%. Its high for such a small effect. I've tried to optimize it - removing all code, and leving just timeline based tween, but that didn't solve my issue.[URL]
I've been deploying video to the web via Flash for a couple years now and I was curious if anyone has experience with / knows if deploying video via a Flash Media Server or any other type of video centric server has a significant impact on performance playback? I've noticed lately that with YouTube content, often available in "HQ" or "HD" that the video playback suffers very marginally when switching to higher quality video. However, with video players I have developed, using HTTP progressive download, CPU usage often spikes during download of the video and decreases once it's been cached. I've also recently employed pseudo-streaming techniques with the help of XMOOV but this doesn't seem to have much of an effect on CPU usage during video download.
My video player was developed in AS3 and while it's not using a class based structure, it does follow general OOP techniques. Would a class based video player improve performance? Here is a link to a work in progress video player: [URL] Please try a couple videos and let me know if they play back smoothly and / or if you notice CPU spikes. Also note that the only video that makes use of XMOOV is the "Make a Wish" video as it's been injected with the necessary metadata.