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.
im creating a simple mobile application for a nokia 5230 touchscreen phone in flash. Im just trying to create some code to tell it to jump to the main menu when the user presses on the screen. I have a key catcher in which i have the following code:
[Code]...
Im not sure if this will work for touchscreen phone because i got it from a sample program from my lecturer in college but i dont know what i should do as it wont recognise a press on the screen.
We have create a flash file for both Touchscreen TV and Website.The document frame is is 1920x1080 however we would like to export the project so it can be seen on the website at the correct compression.Is there a way to export the SWF to the required 945x532.I know how to export it in the HTML however this reads the same SWF that is still too large in file size (not web friendly).I could pull the compression down to say 10% before exporting the SWF however there must be a better method.
I looking into developing an AIR application for carPC's.These pc's all have touchscreens, but usually not multitouch. Also Windows 7 will reconize them as a mouse, not as a touchscreen. Now I know AS 3 supports gestures
I need to know all methods to exit from a fullscreen mode of a flash application on a touchscreen (because i want that people exit with my custom button).
I know that with a traditional desktop, ESC of the keyboard and double click with left button of the mouse allow to exit from fullscreen (like youtube).
There is a known problem with swf's with nested mc's embedded in a director projector when used on a touchscreen (with dragmode enabled). Basically, the problem is that flash requires a mouseRollOver event to give the focus to the mc, before it registers an onPress. With a touchscreen, where the cursor is disabled, the first click and release on the swf (or nested mc's) reads as an onRollOver event, and the user must click again to register an onPress and onRelease. This leads to very confusing behaviours in my application where I have dots (embedded mc's) being created when an image is touched, then the dots can be clicked and dragged, or double tapped to be removed.
All works fine when the mouse and cursor is used, but I can't get it to work using a single tap on the touchscreen. In some cases I can get away with using onRollOver but when used with startDrag I can't think of a way of stopping the drag when the user lifts their finger. (which doesn't register as an event). What I need is an AS2 script that forces a click event (onPress) when the user taps the button once. Unfortunately I only know AS2 so can't use mouseEvents from AS3.
i have created a program in flash to run on several touchscreen kiosks here in my city. its a simple flash presentation and uses basic actionscript 2.0 for navigation etc. and its all working fine. now, the organizers want me to create a hit counter that can track how many people are using the kisosk services. so basically, each time someone hits the home button, a "hit" should be generated.
now i know of some scripts that use flash and PHP that can do that, but unfortunately i dont know how i can use it. The program that runs on the kisosks is just a flash file rendered as an exe and installed on the machines. i know basic PHP but as far as i am aware of, u need to run PHP through some HTML pages to be able to use it. besides, you would also need a php server to be able to get the hit counter working.
so my question is, is there a way to have the hits generated and stored in some kind of file (text, or xml or anything)? it has to be generated from within the swf file and stored to the (text, XML?) file.
What I need to create a touchscreen restaurant ordering system?
I've got the touch UI understood and implemented 100%.
What I can't figure out is how to implement the "Send order to kitchen" and "Call waiter" functions.
Each table will have a "client" computer running an air app. Calling the "Send order to kitchen" and "Call waiter" functions from the "client" computer should make the "client" communicate with a different "kitchen" computer over wifi.
I am working on a touch screen project right now. There is a chance that the touchscreen will never be turned off, so I have to be very aware of the memory issue with the pc. I don't want the memory to keep building up and eventually it just freezes up the pc. Basically, I have separated each section into a separate swf. The idea is to load only the swf that is needed in order to optimize memory usage. I tested the app on a pc, when looking at the "processes" in the window task manager, it seems the memory used will just keep increasing as I navigate through the application, it seems to me it just keeps piling up external swfs in the application, but sometimes the memory will just suddenly decrease. And when the touchscreen application is idle, the memory will drop too.
The following code is what I used to load and unload the external swf. Did I do it right? Is there anything that may have left unnoticed that is still staying in the memory? Is there any other way to optimize the memory usage too? ActionScript Code: var prevLevel:* = this.parent; var currentPage:MovieClip; var oldPage:MovieClip; var bgID:String; [Code] .....
putting a Flash application on the Xoom tablet or another Android device w/ touchscreen?
I have a Flash presentation that is built in Papervision 3D and I want to put it on the Xoom tablet. Are there different event handlers to make the touchscreen work or will normal button events port correctly?
I have exported the application into an Air Android application.. I'm waiting for my Xoom tablet to test it out.
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:
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 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]...
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.
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'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]..