ActionScript 3.0 :: Make A GetURL() That Doesn't Utilize A Button?

Dec 13, 2008

I am trying to make a getURL() that doesn't utilize a button, at a certain frame in the timeline (after a movieclip). I understand that getURL() no longer exists in Actionscript 3 but if anyone can explain to me how to write an action that will allow me to open a URL in its _parent frame after a certain amount of time
without clicking.

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[Code]...

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[Code]...

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I have a .swf file containing a navigation bar and also an animation. I was going to use getURL on the nav buttons so that a different html page would launch onRelease. The animation in the swf file that contains the nav buttons plays as soon as the swf is loaded and there's also a movie clip in the file which continues its animation even after the file has loaded and played. As each of the nav buttons are pressed and the correct html page loads, I don't want the entire swf file to reload and therefore play the entire animation again as it did on the home page, but instead I just want it to appear as though it's already loaded but I do want the separate movie clip in the swf file to continue to play. Is there any way to make this happen?

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I've been doing some rapid prototyping for a game I'm thinking of building. one of the main things i want to do is map generation for a tile type map. While generating the map i end up using large amounts of ram. I'm building the map as an array of random integers for my test. When i try to generate maps of a large scale flash gives me the out of memory error:

Error: Error #1000: The system is out of memory.

I've already figured i could write to a file instead, to solve that problem. but does anybody know the actual maximum size? I've tried searching around to no avail.Activity monitor reports that ADL is using around 500MB "real memory" and around 700MB "virtual memory". The System.privateMemory property seems to match the "real memory" value.as a side note i'm developing in OSX Snow Leopard (64) with 8gb ram

EDIT:

Here the example test i am running

var ba:ByteArray = new ByteArray();
for(var i:uint = 0; i<100000000; i++)
{
ba.writeInt(int(Math.random()*100));

[code]....

When i run this script from a browser, stand-alone debugger or AIR i get roughly the same memory usage readouts (which i know vary anyway). What is constant however is the final length of the byte array:

Browser (Firefox): TM: 540413952 FM: 19116032 PM: 562573312 BALENGTH: 13421778
Stand-alone: TM: 540577792 FM: 1810432 PM: 545361920 BALENGTH: 134217728
AIR (2.6): TM: 5410816 FM: 1159168 PM: 551464960 BALENGTH: 134217728

My testing methods might not be perfect, though i dont know how to do deeper profiling.

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