I have a setup where I'm handling the enterFrame event of my application. In the handler, I draw two rectangles (one fullscreen, one small orbiting one) using the graphics member of an mx.containers.Canvas object.
After a few minutes of execution, the app slows down substantially. Given enough time, it will come to a lowly crawl. I get the same result regardless of release/debug build on chrome, IE, and Firefox using Flash Player 10.1. Presented below is the Flex project in question:
I am almost finished with this flash game, but when I test it the game slows down overtime. I've read the script over and over. Tried to comment parts out of the script, but it still slows down.[code]...
Im having a problem with .mov files. When i export my flash into a .fla file, it runs fine, but when I export it as a .mov file, the video sequence gets much longer, slower, and seems to be missing a lot of frames in between. It's all out of sync with my music and it makes me very frustrated.
I have a problem with my flash application because after a while that it is running, it eventually starts to slow down. My application involves something that needs to be replicated with the addChild() method. I've read some info on the internet which states that the cause of the slowing down or the lag in the application is that the removeChild() does not remove the child from the memory
I have flash cs4 and when I am typing code in the editor. It appears that the more code I add to my .as document, the more sluggish it gets. When typing, it appears to be a delay for when my text actually appears on screen. does anyone know what this could be.
My Flash game targets 24 fps, but slows to 10 on slower machines. This is fine, except Flash decides to throttle the queue of incoming MouseEvent and KeyboardEvents, and they stack up and the Events fall behind. Way behind. It's so bad that, at 10 fps, if I spam the Mouse and Keyboard for a few seconds not much happens, then, after I stop, the game seems to play itself for the next 5 seconds as the Events trickle in. Spooky, I know.
Does anyone know a way around this? I basically need to say to Flash, "I know you think we're falling behind, but throttling the input events won't help. Give them to me as soon as you get them, please."
I have written a basic piece of code to load and unload different swfs, now on their own they're pretty smooth (opened independently) , but when you load and unload them a couple of times in the main fla, just like as a user would navigate through a website, it causes the whole flash player and the movies to slow down quite dramatically and looks very bad as if about to crash. Now i know this problem was reported in FP 9, but anyone else has encountered this in FP 10 as well ?
Here's how i load and unload the external SWFs using buttons :
Code: Select allbt1.addEventListener(MouseEvent.CLICK,onLoadClick); function onLoadClick(evt:MouseEvent):void {
We have created an interactive Touchscreen using flash CS4 - [URL]
The Touchscreen is already in the showroom. Every morning it is restarted. By midday the whole application slows down to the point were it becomes very slow. I presume this is a caching problem. In order to resolve this we close down IE and restart it (playing the SWF file through Internet Explore on full screen mode). Once it has restarted it plays at the correct speed.
I have thought about setting up windows 7 to reboot IE and have the flash file restart every few hours however a client may be navigating through the display when it reboots it self. I would prefer to avoid this if possible.
My actual project I need a event configuration wherein I can hold a keyboard key down and move mouse. While trying to implement this, I recognized that the flashplayer begins to lag, saving actions in buffer and playback them when the KEY_DOWN event is already over...
For example I have a PHP Code: stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler, false, 0, true);
And in the handler I got only this: PHP Code: private function keyDownHandler(event:KeyboardEvent):void { if (event.keyCode == 88) manoverDrive = true; }
I also do have a PHP Code: stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
In this enterFrame I do animation for a movieclip that is animated regarding the mouse and keyboard action and events. Now when I hold down any kind of key the animation of this moviclip gets slown down if I hold down the key for 10 seconds and then lift the keyboard key the mouse movements I made before gets somehow saved and the animation got a playback of the mouse movements. I removed the keyboard eventlistener and the behaviour stays. Is that an official flash player Bug?
I am making a demo where an object is moved around the screen with a line tracing its movement. The speed of this noticeably slows down over time. I tried it both with an enterFrame and by setting an interval. I imagine it has something to do with the graphics class vector drawing and garbage collection. Here is a simplified version for demo/testing. If you run it you will see the line drawing slow down over time. Is there a way to achieve it without the slow down?
I read somewhere of a technique where you use the bitmap data class to draw on a stage-sized bitmap.(I've never programmed the bitmap data class before).
Here is the code:
code: var lineX:Number = 100; var lineY:Number = 100; var deltaX:Number = 10; var deltaY:Number = 10; var lineDrawing:MovieClip = new MovieClip(); this.addChild(lineDrawing);
Does anyone know what would make a movie slow down the longer it is open. Theres nothing that I can think of this is constantly running, but after about 15 minutes of the website being open it slows down almost unresponsive.
I did the following code. I know it's horribly written, but it's only a box with two combo boxes and a textinput bellow being added to a VBox, whose id is "garage". The problem, is that, however I do it, when I open the combo box the program slows down so much it's unbearable to use it any longer. I'd like to know if you have any idea on what's behind the ComboBox and the possible causes for this "slowing down" when I open the ComboBox..
I've made this flash intro:[url].....(make sure you get the Dutch version to see it).It works fine, but after a couple of minutes, playback starts to slow down and it gets slower and slower. It's a simple looping timeline slideshow. I figured that perhaps of the looping, new instances of the slides are created every time, so I added this to my code, to remove a slide after it has faded out:
It doesn't make a difference.Removing the large bitmap images doesn't make it better either.Playback in FF and IE slows down faster than in the desktop flash player.
My game starts to slow down when you play it more than 2 minutes or so. Not adding the enemy bullets seems to solve the issue, but I'm sure there's nothing wrong with my bullet class![code]...
I had to write a script that pulls image names out of a mysql database and load them into a flash. It's some kind of slide show, 2 movie clips objects that go from left to right and when one reaches the end of the main frame borders then go back to starting position, change its picture and go from left to right again. I think that problem might be some memory leak (from the Loader). i have to finish this project ASAP.This is the script:
I recently finished a game that I was really excited about. But when I publish it and try to play the published .html file - or if I upload the .swf file to a website and play the game from there - nearly everything is slowed down to the point of the game becoming unplayable. When I test the movie in Flash CS4 itself, it works fine.It's a fairly big game, mostly due to music. However, the problem still occurs if I remove all the music and sound files. I read that a preloader could solve such problems, but it didn't. Originally I thought that the framerate was slowing, but it wasn't.
I'm building a game that is relatively heavy. I load the essential assets before rendering the game, such as sounds, classes, movieclips and bitmaps. Now my question is... There are some none essential assets that I want to load in the background and not in the main load to speed things up for the user. But, apart from consuming the user's bandwidth...I have the feeling the animations slow down if they are running while the assets are loading in the background.
I have a 3D animation done with swift3D and imported in flash. If i don;t scale it, works fine... but if i do (to fit the page - full screen), the framerate drops like a brick.
My game is rather dependant on dynamic text fields, for giving players in game hints, signalling to them how far they've progressed (round/wave), how many points they've scored for destroying an enemy ect.
It's come to my attention that, the game lags whenever I update these dynamic text boxes. This happens particularly with the in game messages, (black glow filter) that fade in and out. Without any dynamic text messages at all, the game seems to run fine even on battery saving mode/slow computers.
Is there anyway to keep the dynamic text and get rid of the lag? I think I've tried all the different options for the textfields (I'm using CS4):Character Embedding Bitmap/Antialiazed text (Bitmap works slightly better) Multiline/single line Non selectable [URL]..
I am trying to improve the performance of a mobile application and I am trying to trouble shot what part of my code/application is causing a performance problem on some mobile/tablet devices. The application has several frames, with anywhere from 3 to 15 event listeners in a frame. At first I was not removing an event listeners. Now I am removing the event listeners as the user leaves the page.[code]I was wondering could removing too many event listeners cause performance issues? Also, is there a an easier, more efficient way to remove event listeners?
I got a script that fades gradients into each other working. No actually runtime errors but after about 10 minutes (or so) of running the fading animation slows down dramatically. The code is about 100 lines long and for the first 10 minutes (or so) it runs great. I have made a note in the code where I think the issue is arising.
I'm trying to do the ease to effect where it slows down as it gets closer to the certain area. What i have is a white box with an instance name of nav. I have 5 buttons. When I click a button i want the white box to ease to these certain X, Y. So when someone clicks on 1 of the 5 buttons it goes to a certain X, y. Each of the 5 buttons takes it to a different location. I've tried a variety of actionscipting and each one is unsuccesful. How can I acheive this effect?
I beginning to create a portfolio online. I have a pretty standard setup so far. I have a main swf which loads external swfs. One of my externally loaded swfs loads another external swf. When it does, my rollover animated buttons are slow in the main.swf.
I have a swf that I would like to cookie to control the frame the user see's depending on whether it is a first time site visit or returned visit. My code is below - it works, it doesn't bring back any out messages however when I load the swf into my site that uses this technique the page becomes extremely slow and unresponsive
var my_so:SharedObject = SharedObject.getLocal("visited", "/"); if (my_so.data.newVisitor != undefined) { //object exists: return user
I'm creating a thermometer with the mercury animated as donations come in. I haven't touched flash in a long time, so be gentle. How can I change the code below so the animation is faster without increasing the framerate?
ActionScript Code: var maxMercuryHeight = 192; // Mercury height at 100% var currentDonations = 80; // Percentage of donations taken var currentHeight = (currentDonations / 100) * maxMercuryHeight;
[code]....
How can I make the animation ease out so it starts fast and slows down at the end?
I have made a pixel font using an array and have made it so it scatters from the mouse, (magnetic effect).Example at BladeMonkey Test Page.However if i make this string longer it slows down quite severly.
I have added 2 text3D textfields for each plane that gets rendered via xml.Everything works fine, yet as more planes get added via xml the carousel slows down considerably.If I remove the text3D fields the carousel rotates very smooth and at normal speed. Is this just a limitation of text3D in Papervision3D or is there a way to optimize this better? Yes, smooth is set to false and images have been optimized.