Actionscript 2.0 :: Singleton's 2d Array And XML Never Gets Cleared From Memory
Mar 21, 2011
I have created a Network class singleton to represent our xml calls. The purpose of the class is to load in various xml calls and then load into a 2 dimensional array.The 2 main variables that I want to release are "mChannels" and "epgXML". When I call the function term(), the memory never gets released. I am initializing this Network class once (mNetwork = Network.init(), and then referencing the singleton through the getInstance function. I call the term() function but the memory never goes down. What am I doing wrong with garbage collection?[code]
I have developed a flash application with .NET. That application is something like image cropping. That is user can upload any image from anywhere. after he cropped that image we save that particular cropped image in .NET. The problem is the cookie set into the Temporary internet files. That is If I have uploaded a image for cropping then I have to save that cropped image. Once again I have upload the new image for cropping. But in flash that new uploaded image file is not displays. It always displays the image file which I was uploaded at first time. This was occurred in both IE & Firefox browsers.
I have some trouble about a setInterval not being cleared.I made an index-intro.swf file that is being loaded into _root.mccontent.This index-intro.swf has got the following code with a setInterval in function firstimage:
I just had a problem with Firefox 1.5 which has cached a SWF (let's say loaded.swf) that I was loading from another SWF (let's say main.swf). I overwrote loaded.swf on the server with a new version, but Firefox kept serving the original (old) version of loaded.swf to my main.swf. This continued even across a Firefox shutdown/restart. Only when I cleared the cache did Firefox serve the new version.
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.
I call the function below from the context menu and graphics get cleared. If the call comes from within another function it don't. Why it's not working than?
function removeFrame(e:Event=null):void{ holder.graphics.clear(); }[code]....
It's Working if I call the function directly from the right-click menu:
I want to load an SWF object from a Memory Stream or a byte array instead of a file on disk.AxShockwaveFlash class provides methods and properties to load an SWF providing its path to disk as a string but I haven't seen another way of doing it. There is an InlineData property but generally the class is undocumented and I don't know what this property does. Can it be done at all?
My webapp progressively slows down over 45 min of use. People will be using it for longer, and it needs maintain its snappiness.I'm making sure to dump() any Bitmaps I use and of course clear any intervals that are running, but for some reason there's a buildup over time, and only restarting the browser clears up the lag, for example, when the user is entering text.I'm going to go ahead that it's an error in how I'm building things and not a Flash memory leak
Question 1: I read somewhere that every time that I "cacheAsBitmap," the movieclip must explicitly be set to cacheAsBitmap = false, or else the memory won't be freed up, in the same way that Bitmaps must be dump()ed to free up memory.I'm assuming I need to only do this for MCs that I cacheAsBitmap by code, and not through the GUI. Do I need set cacheAsBitmap = false via code even for MovieClips that I check off with "use runtime bitmap caching" through the Flash GUI?
Question 2: When I have added filters (like a DropShadowFilter) to the filter array of a movieClip, do I need to do anything to free up that memory, such as delete the references to the filters, or set filters to a blank array, before the MovieClip is removed... or is this done automatically? I have been assuming that it is handled by flash, but this could be a HORRIBLE assumption.
Flash 8 compiled ActionScript AS2 ... combination of Classes and FLA embedded code
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 have an array of temporary objects created in a for loop. The objects are of type class "Tile", a class I created. However, it appears that whenever I create a lot of tiles in the for loop, the program slows down indefinitely.
While the array is whiped at a later trigger point, I am thinking that perhaps these Tile objects are not being erased from memory. They are being created on the fly in a for loop, and the array is being reset to "array = []".
Are the objects still in memory or are they cleaned up when the array is set to []?
I'm making a Jeopardy game. When someone clicks on the button with the dollar amount on it, I have it reset to a different scene on the button so the players know it has been used. When another button is clicked, the first button resets back to its original dollar amount, rather than the blank scene it was reset to.
I am looking at the singleton design pattern and trying to really understand what is going on here. But I have some questions that it would seem my logic and/or the way I am reading this is wrong. Take the following code for example
I can't understand why should I even use the Singleton pattern in ActionScript 3. Can anyone explain me this? Maybe I just don't understand the purpose of it. I mean how it differs from other patterns? How it works? I checked the PureMVC source and it's full of Singletons. Why are they using them in the View, Module, Controller?
In the Singleton design pattern you can throw a runtime error if the instance has already been created. But this doesn't work when your singleton class extends another class and has to call super() in its constructor, because (for some reason) you cannot call super() if you've already called throw(), or in fact, you cannot compile code that has a potential call to throw() (for example, in an IF statement) that comes BEFORE that call to super().
What is the possibility of a singleton reference to be lost. Well I created a swf singletonpara a store containing some sound features of the software that I created and it's one time or another error saying that the reference is null
I have a few classes in my project which aren't display objects, but they need to know about the stage of my project (stage.stageWidth, stage.stageHeight). Is there a simple way to pass this information along to my classes without using a Singleton or passing these items in as parameters into the constructor??
If multiple instances of a singleton are trying to update the same property simultaneously, will there be any conflicts? How does AS3 handle the order?Flash is currently single-threaded.. will the write order be an issue when it becomes multi-threaded?
The use I have for it is for storing user credentials, and calling a transfer object that functions as a sort of "cache" for the current session in all of the flex modules.
Thinking about objects that have to be present in every module. Is there any alternative to a singleton instance for this?
How can I define my own global function which will be accessible throughout the whole package or better, program? Alternatively, how can I define a singleton object? Should I use static?
I'm trying to do singleton movieclip from library, but can't get it work, how should I proceed?[code]1136: Incorrect number of arguments.Expected 1.And it is refering to the MyMovieClip.as file, to the line where I have "_myMovie = new MyMovie();".
I'm trying to load swf from 127.0.0.1 into my main.swf with Flash Pro
Both swfs have Singlenton class
How to make it that loaded swf use Singlenton of main.swf ?
I did ActionScript Code: var lc:LoaderContext = new LoaderContext(); lc.applicationDomain = ApplicationDomain.currentDomain; myLoader.load( new URLRequest("http/127.0.0.1/loaded.swf"),lc);
anyway I have 2 different Singlenton classes one comes with loaded.swf another in main.swf and variables not shared
I am trying to create a singleton class, that extends Sprite. It seems to work correctly, but it doesn't actually update the screen.If I access my instance and change the properties (x,y,alpha,etc) they will all update, but the display doesn't change.eg:My clip starts at x=0.MyClass.getInstance().x = 99;trace(MyClass.getInstance.x); //traces 99, but it still appears at 0 on the screen.
So I have this class "G" that I use for global vars, and that kind stuff.
Now I want to dispatch an event from that class and no matter what I do the compiler throws the same error: "Call to a possibly undefined method dispatchEvent."
I have already tried extending the EventDispatcher class...