ActionScript 3.0 :: Free RAM Memory During Slideshow?
Mar 21, 2012
the slideshow loads high resolution images (300-500 Kb) from folder with xml. Every time each slide is loaded and shown, the PC ram increase by 10 Mb!I used the commented lines and it works, the memory does not increase, but there are 2 other problem:
- the fade transition between the 2 images: the image in background is lost so that the transition is between white background and the image loaded at the top level (awful effect)
- in the image folder there is a swf too, before the commented code is was correctly loaded and shown.
Code:
function init():void {
slideTimer = new Timer(TIMER_DELAY);
slideTimer.addEventListener(TimerEvent.TIMER, switchSlide);
[code]...
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Mar 15, 2012
I've got this simple script (I left all original comments) that create a slideshow with timer (this is only part of the whole script), it manages the slides loading in the containers on the stage.The problem is that after each loaded slide the ram of the pc increase by 10 Mb! I tried to solve the problem using:
Code:
slideLoader.removeEventListener(Event.ENTER_FRAME, fadeSlideIn);
slideLoader=null;
in the fadeSlideIn function or the same applied to the currentContainer, but without success.
Code:
// reference to the current slider container
var currentContainer:Sprite;
// slides holder[code].......
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May 31, 2010
I am making a game. Whenever a level is created, a few large arrays are filled up with numbers. The memory usage is around 3mb. When I want to load a new level, I want to remove these arrays from memory and repopulate them with the data from a new level. But, no matter what I do, the game keeps on using up an extra ~3mb of memory each time I reload a level.
The arrays are not being removed from memory. I have tried setting every element of every array to null, I have tried setting the arrays themselves to null, I have tried using myarray.splice(0) to remove the elements from the array, but the memory is still not being freed.
Why would this be happening? The memory usage is not from movieclips, it is just arrays with numbers in them. And it seems to me like it is impossible to delete them.
Why would this be happening? How do I force flash to remove the arrays from memory
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Dec 9, 2008
I have a very simple movie clip in my library with a linkage id of view. with a bmp in it 2000x760.I have a text field to which i'm outputting System.totalMemory via EnterFrame event.and two buttons one to attach the view and the other to remove it. Everything works fine and I am doing everything i know how to clean up after myself as far as the linked view goes when removing it which isn't much just removeChild and setting the ref to it to null.Now the issue is that when i run the swf either in ide or stand alone i get a memory jump when the clip is attached which is fine and great but when i remove the clip memory never gets freed >< I know this has to do with a greater CS issue with gc and all that, but How can i get memory free up with i remove the clip?Lastly I am runing System.gc() when i remove the clip (this can't be the answer? / its not doing anything)
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I have as3 class like this
package {
import Global;
import flash.display.MovieClip;
import flash.events.*;
public class Alert extends MovieClip {
[Code] .....
I use function Close() to remove class itself but i noticed it doesn't frees memory. Is there any way to remove it completely and free used memory?
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May 14, 2008
[URL]
The movie loads in an external image and refreshes it every second. What happens, though, is the previous image seems to stay in memory. Eventually the browser will hang, because the memory footprint of the flash movie is so large. Even while testing outside the browser, I can see the memory increase by a couple hundred KB every second. You can see it at [URL]
The code I'm using is below (don't make fun, I don't claim to be a programmer).
Code:
function refresh_url(event:TimerEvent){
var url:String = "http://www.live-photo.com/asheville-east.jpg?ID="+getTimer();
var request:URLRequest = new URLRequest(url);
[Code]....
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It's caused by memory leak. Every time a slide is shown, the memory usage increases a few hundred kB. I've tried everything I could come up with, but even if I kick a whole lot of movieclips out, disable basically all AS3 and let only one slide loop, the memory usage still increases everytime the slide is shown again.Of course it helped to make the movieclips simpler, but the main problem remains: if you keep running the slideshow, it will slow down.
edit 1: #&^%@! Even when i copy one of the slides to a completely new file, with no external classes whatsoever, the problem remains. I think I know now what goes wrong:I make the movieclip loop by saying this.gotoAndPlay(1);Frame 1 is empty, the slide placed on frame 2. If I'd put the slide on frame 1, the mc wouldn't begin at the start and there is no animation (and no memory increase) because the mc has ended.I already figured that maybe every time the mc is shown again, Flash casts a new instance. To prevent that, everytime a slide ends, I remove it with removeChild(clip). That has no effect however, so I think that's unnecessary.
edit 2: even when the MCs are constantly on the stage and are restarted with clip.gotoAndPlay(1), the memory usage keeps growing.
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Jan 31, 2012
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[Code]...
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