ActionScript 3.0 :: Remove Something From The Stage Without Removing It From The Memory?

Sep 29, 2009

its possible to remove something from the stage without removing it from the memory. Ie not using removieChild(); Reason being: I want to replace an image inside a movieclip rather than add another image on top or remove the image and movieclip entirely.

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ActionScript 3.0 :: Removing Stage Items From Memory

Apr 14, 2010

I am adding few items dynamically from the library to the stage by creating instances. If I remove them using removeChildAt() then the item gets removed from the display but exists in the memory. How can I remove this from memory?

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ActionScript 3.0 :: Remove The Calendar From Stage And Memory?

Mar 2, 2009

I have a Calendar class (extends Sprite) that when called constructs a calendar. It does so by adding several Day (extends Sprite) objects to itself. I tested this class with a driver class, CalendarTest - the Document Class, that adds a Calendar object to
its stage. It worked great. Then I added a "Next" button to build a new Calendar for the next month. It didn't work so great.

After clicking Next button, the first calendar remained on stage. removeChild did not remove the first Calendar object. So, I wrote destroy methods within the Calendar and Day classes that remove their various components and clear graphics.

The Next button now works great, for the next calendar object. But the next, next calendar object, same problem as the first problem before implementing destroy methods.

I even put trace statements before removeChild calls and set the child to null after removeChild calls. It traces such and such Day is removed, set to null, and finally Calendar is removed, set to null. And yet, the second Calendar with all its Day objects remains on stage!So, how do I remove the Calendar from stage and memory?

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Performance :: Flex - Memory Usage When Using Visible Versus Add / Remove From Stage

Jul 28, 2011

Is there a performance and/or memory usage difference between these two scenarios?
Scenario 1: N visual elements all added to stage;
N-1 have visible = false, 1 has visible = true;
Scenario 2: N visual elements, only 1 added to the stage at any time.

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ActionScript 3.0 :: Static Function That Remove The Object From The Stage As Well As Removing Its Event Listeners?

Oct 12, 2011

I want to make a static function that I can use in all the custom classes.It should be some kill(); function that would remove the object from the stage as well as removing its event listeners. I made it in Document class, and it didn't work. Here's the code:

ActionScript Code:
public static function kill(e:DisplayObject)
{[code].....

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ActionScript 3.0 :: Removing Things From Memory?

Mar 27, 2008

I'll try to explain the general operation of my program, and that might shed some light on my issue. I have a menu with 50 different small postcards. When one is chosen, the program zooms it up in order to fill the screen, populates some data which is unique to each postcard, and "flips" it so you can see the writing on the back. The postcard is a movieclip which imports a front image, 3 back images, and some XML text. There are some buttons on the "back" of the postcard to choose to look at a few images and text.When you choose to close the postcard, it flies away. I use the same movieclip for all 50 postcards, and just change the images and text that I load.

Once the postcard flies away, I want to remove it from memory. It won't happen with removeChild() as that keeps it there in case I want to reference it again I guess, and I have tried setting the postcard variable name to "null" without much success.I add listeners to the buttons on the postcard when I instantiate its class, so I am not sure if I have to remove them in order to get the garbage collector to deal with it. But, I also don't know what I don't know about removing things from memory. In one section of the Flash docs (Working with display object containers) it says:

"The removeChild() and removeChildAt() methods do not delete a display object instance entirely. They simply remove it from the child list of the container. The instance can still be referenced by another variable.(Use the delete operator to completely remove an object.)"And, at another place in the docs (the script reference about removeChild()) it says:

"Removes the specified child DisplayObject instance from the child list of the DisplayObjectContainer instance. The parent property of the removed child is set to null , and the object is garbage collected if no other references to the child exist. The index positions of any display objects above the child in the DisplayObjectContainer are decreased by 1.

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ActionScript 3.0 :: Removing SWF From Memory After Deleting From DOM

Sep 29, 2011

I'm having a problem where I load my SWF (Advertisement) into the dom after an event happens in a flash game.  After viewing the ad, the SWF is removed with JavaScript and users continues to play, this continues several times without ever reloading the page.
 
The problem I am running into is in IE 8 & 9 performance of the game drops and frame rate becomes choppy after several ads are shown.  Each advertisment has a timer built in and my thought is that the ad is not being fully removed from memory hence causing a slowdown. 
 
Is there a way to ensure a full removal of the ad or at least a way to detect within the ad that it is no longer on the page & kill the timer?

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ActionScript 3.0 :: Removing A MovieClip From Memory

Jan 11, 2011

I have a function called changeMovie which is supposed to load a new movie/swf into a already established container.I can get the new movie to load (all these movies have sound embedded in them) but I can not figure out how to get the old movieclip out of memory.I can foresee an instance of memory overload in my application down the line.I am using Flash CS3 with AS3.[code]As it stands now, I can get the new movie to play and be shown but the old movie clip still continues to play "in the background - along with its sound".

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ActionScript 3.0 :: Removing Object From Memory?

Aug 5, 2011

I have this line

Code:
this.parent.removeChild(this);

So basicaly the object is removing it self from the parent object,but I still think that it exisits in memory and doing its backend job.How can I remove it completely from memory?

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ActionScript 3.0 :: Removing Items From Memory Using Loop?

Feb 18, 2009

The following for loop removes children from their parent if they're in the display list. It works correctly, but I also want to remove each child from memory with the same loop.

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Actionscript 3 :: Removing Parent Memory Used By All The Children?

Sep 17, 2010

I'm making a rather large flash project and so I'm concerned about memory usage. At the end of each section of the application I remove the overarching parent element that holds the content. Although this remove the parent, does this also free up the memory for each of the children contained within this, or should I run an iteration to remove those prior to removing the parent?

I'll give a little more explanation in-case I'm not expressing what I want:

addChild(movie1);
movie1.addChild(movie2);
movie1.addChild(movie3);
By using this code:
removeChild(movie1);

Does it remove movie2 and movie3 from memory or are they still stored, just unlinked?

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ActionScript 3.0 :: Removing Array Contents From Memory?

Dec 2, 2009

I'm performing the following operation many times (sniped of code below). I'm creating a two dimension array whose overall size depends on each iteration the process takes.

myArray = new Array(); // initialize the array
myArray[0] = new Array(); // add new array to first index
myArray[1] = new Array(); // add new array to second index

Question is: When I need to recreate this sequence again, do I just perform the same operation (repeat the same 3-lines)? Or is there a way of freeing up resource first.

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ActionScript 3.0 :: Removing Images From Memory In A Loop

Aug 14, 2009

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]

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ActionScript 3.0 :: Removing Unreferenced Objects From Memory

Oct 15, 2009

I'm trying to make a Starfield program as practice for ActionScript 3. I'm using a timer event in the document class to create Star objects which are defined by an object class connected to the movieclip Star in the Library. The object class has a timer as well, and at each tick it repositions itself a few points away and scales up, creating the image of a star shooting towards the sides of the stage. When the star has gone past the boundaries of the stage or when it has scaled to a certain size, it removes itself from the display list with the command: this.parent. removeChild(this);This removes the star from the display list just fine, however after that I can't get the star to set itself to null so that it will be removed from memory, and I'd like some suggestions on how to do this properly. An idea I had was to make a function in the document class that the child objects can call, something like this.parent.KillMe(this) which would give itself as a reference to the function, which could then use a local variable reference to set the child to null, removing it from memory. This all seems terribly complex, so I'm sure there's another way.

I haven't noticed a memory leak or slowdown, however, so I'm curious if objects without references that are removed from the display list are automatically removed? That could be both good and bad, as the object might want to add itself to the display list again at a later time; not in this Starfield program, but perhaps in another I write.

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ActionScript 3.0 :: Removing Children Produces Memory Leaking?

Apr 22, 2009

I am having memory problems when adding & removing children. Here is a brief overview of what I'm doing:I'm ading children to a VBox component:the structure of the children is:

Code:
<mx:Canvas>
<mx:Image/>
<mx:Text/>

[code]....

All remove the children, BUT I am getting memory leaking, especially using the second method! If I don't add the TextField child to the UIComponent I don't seem to experience any memory problems!

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ActionScript 3.0 :: Removing A Movie Clip Properly From Memory?

Jan 21, 2011

I am having a bit trouble removing a movieclip properly from memory.In the onComplete event I use this to add the swf content to my clip

[code]....

The removeChild is double here just for savty But the trace command from the clip I loaded continues to put somthing in my output window. So it still keeps running and it isn't even stoping.

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ActionScript 3.0 :: Memory Doesn't Release When Removing MovieClips

Jul 8, 2009

The app is basically an animated character that sits on screen and moves around doing stupid little animations. Each animation (Talking, Dancing, Jumping, etc) is an individual Movie Clip made up of around 50 or so PNGs in sequence. I'm using CS3 to create the clips, and exported them as SWCs for use in Flex. When I addChild() the MovieClip to stage, memory usage increases, which makes sense. However when I use removeChild() on the same clip, and then add another clip, memory increases, and this goes on with every new clip... essentially leaving 10 clips in memory even if they aren't being played.

Now, first thing you are going to think is I've got a reference to the clip somewhere and it's not garbage collecting. Well, I'm using weak listeners everywhere, and I'm pretty sure I've killed every reference by NULLing out the objects. I understand Garbage Collection doesn't happen right away... but it never seems to happen. As a test, I wrote a really bare-bones app to attach and remove a clip to see if the memory ever frees. I've left the app running for a half hour after removing the clip from stage, and memory usage stays the same:

[Code]...

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ActionScript 3.0 :: Removing Loaded Objects / Events From Player Memory?

May 31, 2010

Is this at all possible? I just finished re-building my entire portfolio site in AS3 because I can't change the frame rate for loaded content in AS2. Now I find out after completely rebuilding this thing that AS2 content gets stuck in Flash Player 9's memory and won't erase on Loader.unload. All my work from years back is in AS2.

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ActionScript 3.0 :: Remove Objects From Memory?

Feb 10, 2010

I have a class "Ball" which display graphical circle ball in random x&y axis and Ifade out it with Event.ENTER_FRAME and specify removeEventListener if it reach alpha<=0 .Now I made multiple object from "Ball" class. Now, In my stage it works nice but when I see my Computer Memory status. my current flash.exe is increasing memory rapidly. Is how to remove my unusual object from my Memory. So that it would not get hang.

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Flash :: Away3d Remove From Memory?

Mar 1, 2010

I am building a website which loads some collada objects for each area. But I couldn't manage to clean the memory. It seems impossible to kill the objects.

I've found some samples implementing destroy() methods for away3d internal classes, but they're not working as well.

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ActionScript 3.0 :: Remove Sound From Memory

Jan 10, 2010

how o remove sound from the memory?I'm using an Object for this right now and I want to know if I am doing the right thing... or there's another alternative.[code]

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ActionScript 3.0 :: Get Memory Free Up With Remove Clip?

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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ActionScript 3.0 :: Remove Instance Of Loaded SWF From Memory?

Mar 4, 2010

I am loading an SWF file into another parent SWF. I remove the loaded SWF using the unloadAndStop() method and set the loader to null. But the instance of the loaded SWF still remains there in the memory.

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Professional :: Way To Totally Remove A Movieclip From Memory?

Mar 23, 2010

I have a .fla that contains five movieclips, and have a couple of questions regarding removing movieclips and swf size.If all the movieclips are displayed, my resulting swf is about 50k.If, in frame 1, I code conditionals that decide which of the movieclips will be displayed, will the resulting swf size become smaller if some of the clips aren't displayed?If so, what is the correct way to totally remove a movieclip from memory? Say I have a main movieclip that contains 5 other mcs, and the as code is within the main movieclip.If not, is there a way to make the swf size smaller if less than all clips are displayed (using conditionals).

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ActionScript 3.0 :: How To Remove Previous Object From Memory

Jun 9, 2010

I am getting problem of memory of having repeating object. Below is my code.

import flash.system.System;
var counter:Number=0;
var systemMemory:TextField=new TextField();
systemMemory.x=200;
stage.addEventListener(Event.ENTER_FRAME,showNext);
function showNext(event:Event){
[Code] .....

Above code does repeat textField Object continuously. Now I want to destroy previous created textField Object. So that my memory will not be hang. I got some where in the blog that with System.gc() could clear garbage collection. But currently I am not working with system.gc any more I want to clear previous object in programatically way. Is there any way that I could destroy previous created object?

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ActionScript 3.0 :: Remove External Swf Completely From Memory?

Dec 10, 2011

I have read many many post and I don't find the answer of how to remove completely a swf load external.Every time I load and unload I see the windows memory task manager and see that the memory increase and don't reduce when remove child.

this is my code:
var oneLoader=new Loader();
bt1.addEventListener(MouseEvent.CLICK, swf1);

[code]......

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Actionscript 3 :: Remove Simple Objects From Memory?

Sep 9, 2010

I'm trying to remove simple objects from memory, but when I call removeChildren memory usage rose :/ And I don't why ? And how can I remove objects ?

[Code]...

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Actionscript 3 :: Remove To Save The Memory - Use Several Tweenlite?

Oct 16, 2011

can we know what "eat" the most of memory in a swf ? is it possible with monster debugger? (i've just downloaded it)

my project works fine, but if i re-launch the swf when it is already launched (cmd+enter -> the swf is launched, then cmd+enter), this seems to give me an example of how it would be if i was on a very very slow computer, and this is "very" slow.So is there any possiblity to know what i can remove to save the memory?i use several tweenlite, no sound, and i load all my pages (5) that contains a very basic content, at the beginning, so during the preloading...

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Flash - Remove AS3 Class Itself And Free Up Memory

Oct 21, 2011

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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ActionScript 3.0 :: Remove Objects From Memory By Reference?

Dec 2, 2009

I am creating a generic button that will remove items created dynamically in a movie clip container from memory (not just from the display list).

To track which item the user has selected for deletion, I have a click function that stores the name of the clicked object in a variable called objName. I then store a reference to the object itself in another variable called targetObj. I can then easily remove the object from the stage like this[code]...

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