Actionscript 3 - Animated Background In Flash - High CPU Usage?
Feb 24, 2012
I've hired a freelancer, to make a design for my flash app. And everything was fine, untill I saw this. It was an animated background. It has about 100 tweened movie clips, that do pretty much the same - simple rotation tween, but cpu usage on that background only reaches 17-20%. Its high for such a small effect. I've tried to optimize it - removing all code, and leving just timeline based tween, but that didn't solve my issue.[URL]
As more and more FLV videos are moving to HD, I'm noticing high CPU usage and lots of dropped frames when playing FLV video in web browser with Flash 10. This is true even if the video isn't full screen. I've tried a variety of browsers (Firefox, I.E., Chrome) and the problem occurs on all of them so it's pretty clear it's a limitation in Flash.
Now my PC isn't high end (it has a Pentium M 1.86 GHz processor), but I can take those same FLV files and load them in something like Media Player Classic or Windows Media Player (when using ffdshow) and play the FLV files full screen with little or no drop in frames and an acceptable CPU rate.
This is especially annoying on sites like YouTube where I actually have to save the video and play it back in something other than Flash to have it play back at an acceptable rate. This doesn't work for other sites like Amazon.
Why is the CPU usage so high when decoding and displaying videos when compared to other media players?
I've been deploying video to the web via Flash for a couple years now and I was curious if anyone has experience with / knows if deploying video via a Flash Media Server or any other type of video centric server has a significant impact on performance playback? I've noticed lately that with YouTube content, often available in "HQ" or "HD" that the video playback suffers very marginally when switching to higher quality video. However, with video players I have developed, using HTTP progressive download, CPU usage often spikes during download of the video and decreases once it's been cached. I've also recently employed pseudo-streaming techniques with the help of XMOOV but this doesn't seem to have much of an effect on CPU usage during video download.
My video player was developed in AS3 and while it's not using a class based structure, it does follow general OOP techniques. Would a class based video player improve performance? Here is a link to a work in progress video player: [URL] Please try a couple videos and let me know if they play back smoothly and / or if you notice CPU spikes. Also note that the only video that makes use of XMOOV is the "Make a Wish" video as it's been injected with the necessary metadata.
my flash has lots of images and dispaly objects. Hence it costs high cpu usages. after using my flash for an hour, it is dieing.I am trying to reduce it. I have some questions here:
1. I create an array, or string at frame 1 for example, when I go back to frame 1, should I create a new array, or a new string?? Or is it better to make it empty array(eg:[]) or empty string("")? which way it reduces cup uasge more?
2. does anyone know how to force the flash to do garbage collection??
3. any other possible reasons that cause high cpu usage?
I have helped write a program in AS3 that uses classes. We have 2 frames in our movieclip that consists of an ant moving. We have a class of ants and can create 15 instances of them and the program runs fine with the ants walking around looking for food and going back to a corner that is their nest and going back out again. The ants also respond to mouse movement if the mouse pointer is near an ant.
If we create more than 15 ants, then the program starts to slow down. If we have 30 ants on the screen, then there is noticable stuttering of the ant movement. The CPU usage on a P4 2.5Ghz Pentium is around 50%.
I am loading an XML file (fairly large document). It takes a high amount of my CPU(almost 100%). This prevents me from working on other applications. Also, it takes a lot of time to load.
I'm working on a new site and one of the things the client likes most is the idea of these gears that are constantly rotating on the screen. However, now that I have the mock-up design done, I'm noticing that the constant rotation requires a lot of CPU to maintain. Has anyone else experienced this and have you figured out a better method than the one I am using to rotate the movieclips?
All three of my family's computers have been experiencing problems with the firefox plugin container. The container spikes the CPU for long, long, periods of time slowing overall performance noticably.The only way to address the problem is to kill the Firefox plugin container.When I kill the plugin container it kills Adobe Flash.I've tried clearing the flash cache from the Adobe troubleshooting site, deleting all cache applications, and changing settings.My family plays Farmville which is always hanging and can only be fixed by restarting the computer. Okay, maybe farmville is a bad app.
There are 25 livestreams streaming to FMS4 server by fmle3.2,and client number is 20, (FMSCore.exe)CPU usage is about 20%~40%, how can i reduce cpu usage?
I've created a Flex website that plays a video using the Spark VideoDisplay component. When selected, the VideoDisplay loads in the PopUpManager.
This works fine in all the browsers, except Google Chrome take significantly longer to start playing, during which the CPU usage peaks, then goes back down once video starts playing.
I've traced the player states it goes through and they are as follows:
Loading ready (hangs for ages with high cpu) buffering playing (immediately after buffering, CPU usage goes down, video plays smoothly)
What could be causing this to temporarily hang for so much longer in Chrome? I thought I could expect the same functionality and behaviour throughout all the browsers, as Flash is simply a plugin that runs as a separate process?
Edit: It seems that it's the same in Opera too. Is there any commonality between the two that would explain this behaviour?
How do you make a flash full browser background with high quality like here: [URL](choose your language at first. After that opens up a screen with a full browser bitmap man on the left size.)I have been trying to make such scalable high quality background image but the results have been poor.
I have a site that is fairly complex, but was using a massive amount of CPU power, even when sitting idle on a page with no animations. I went through everything with a fine toothed comb, and couldn't find the culprit.So I just started removing layers one by one, until I found the one causing the problem.
Turns out it was a layer with an animated mask. I have a large black recatangle, that I converted to a mask, and then used a shape tween on it. Once that was triggered. The CPU usage went up 65-75%. Even when the movie was stopped on a frame that that mask didn't exist on. Once it was triggered, the rest of the time you are on the site the CPU usage is through the roof. I can do to fix that. Is there some other way I should build an animated mask?
I'm developing a touch-screen Flash application for a shoe store, and it runs fine initially, but slows down toward the end of the day. I've been diligent with removing event listeners and so on. I've now narrowed the problem to be very specific - it's one section of the application causing the problem, and one part of that section:
- I have a main movie clip which contains the animation, which itself contains 5 nested movie clips, each with their own timeline. All movie clips have a stop action on the final frame. images are transparent PNGs with outer glow "filter" - the issue is not with performance as such, but with CPU increasing over time. Each time you play the clip, there is a small amount of CPU usage that 'sticks' and doesn't get freed up. What happens is that if you play the movie clip many (MANY MANY) times, then eventually it starts to slow down. Mac's Activity Monitor shows that the idle CPU usage is increasing slowly, over many times of playing the clip. It's insignificant with each play, but adds up over time.
You may be inclined to say: oh filters effect CPU, so it will be slow - but it isn't slow until it plays many, many times. Initially it's fast. I've uploaded a .zip with .app and .exe versions of my problem section. There are two files of each type: AutoPlay.app (& .exe): plays the problem clip repeatedly (I've just removed the final 'stop();' frame), so you can leave it open and come back in half an hour to see it slowing down. ClickToPlay.app (& .exe): Plays the problem clip once when you click the 'play' button, so you can click several times, let it return to idle, and verify that the idle CPU usage is in fact increasing.
I've developed a touch screen flash application for a sneakers (shoe) shop. It has a 'find a shoe' section, which isn't causing problems, and an 'about' section, which is.The about section is a heavily animated history of sneaker culture. It's animated via the timeline, not via AS3. The problem is that with prolonged use of the about section, idle CPU usage grows, and memory usage grows, eventually making the app unusably slow.
I've made a 'minified' app that does nothing other than create/delete 50 instances of my 'about' movie clip - it doesn't even add those instances to the stage. I've cut basically all code out of the 'about' class, which is shown below:
I'm creating an animated background/flash animation, in short I have several tweened pieces all moving/swinging around and I want them all to loop at the end of their individual loops. Each piece is on its own layer) I have been using gotoAndPlay(2); (I'm using a preloader so frame 2 is the start). The problem is (If I'm correct here) is the first layer to reach the end runs the "go to and play" resetting everything!. I want each layer to act independantly. Is there a different version of gotoAndPlay(2); that will work or am I looking at things like nested animations/importing individual fla's ect (all of which goes over my head).
I wrote an application in flash AS3, and when I trace from flash the total memory usage of the total application is only about 9MB, But at the same time Task Manager Shows the memory usage as 110MB. Around 100MB difference.Flash Trace Method System.totalMemory difference of the Trace from the Beginning of the application to end of the application.
I know how to place a fullscreen bitmap background using the BitmapData class but i have yet to find a tutorial about how to place a fullscreen flash animation in the background while keeping the aspect ratio.I've looked around the web to find a tutorial about this but i did not find anything except a few threads with no responses.
yesterday i made a Flash with CS5, and i wanted to export the Movie as Animated Gif with a transparent Background but this does not work, no matter if i selest transparency due the Export as Movie or if i set it in Publish Settings, the Background will be always opaque as in the Flash App itself, so White or whatever Background is set to the App...I am on s Mac, the only way it worked was to export the Movie as PNG Sequence but i don't know how to easily combine them together as an animated gif?
I have been tyring to export an animated banner, in animated.gif format. it's a simple animated text with no gradients. it should go on top of a graphic which has some gradients and is multi-coloured and with effects (the colours are similar to the one/i used in the page) as you can see here the text looks a bit funny.url...
Am I completely hallucinating or what ? That's several years I'm working with Flash, and today, i want to do the simplest animation ever, and it just doesn't work....I want to mask an animated clip with an animated mask (a shape animation), but every time the mask arrives at a keyframe, the clip restarts to the frame 1 !!I added a piece of code to see at which keyframe it is blocked, and at every mask keyframe, the code says 'TypeError: Error #1009: null property..
I'm user of relatively weak computer (pentium IV 3.0 with hyper-threadingiem) but with a bit newer graphic card - asus radeon HD4650I'm not big new games fun, I'm useing my hardware most to internet access so I would rather not to buy new computer in the near future. But also I would like to have possibility to watch flash movies fluently on full screen (eg. youtube, video streeming). Unfortunatelly, till now, it was pretty weak. I got hope that afther new flash release (lately), which should use computing power of graphic card and making CPU work lighter.
Unfortunatelly, afther flash update (10.1) I haven't noticed any changes - everything work in the same way (not fluently) as at old flash. CPU usage is still ca.100% and GPU usage is 0% (I can see it in control panel) What is wrong? Is it this version of flash what should use GPU or it is not yet? Maybe I should configure something more? Or is it possible that I made something wrong? I've tried few times, made lots of work and combinations (instaling and reinstaling different versions of flashs, graphic card drivers, browsers changing etc) and still nothing.
How much memory in bytes can Flash normally handle? I have a fairly involved program that is running at 39MB usage and now may be causing some memory issues (I'm not sure it's the memory, since it was running smoothly up until I made a few code changes and now Flash freezes after making those changes). But anyway, I have been wondering about memory usage and Flash CS3 and felt like this was a good topic to dicuss. Is there a way to force an increase in available memory for Flash?
I am doing a flash getting data from mysql. My Database is quite big (200+MB) with lots of datas. here is my problems, after using my flash for some searching, maybe because of calling mysql to get too much data (like getting 900 records with their names and images), my memory usage increase to over 2 GB. Thus my flash is dead. I need to restart it. Is there any ways to reduce the memory usage?? Or it might be some other problems. I am quite new at my job, so it might be something that I forget to close ot remove.
I have a flash presentation thats for a supermarket TV screen. Its big in file size 9.6MB. When I go file/export/export movie to quicktime and use the animation settings the file plays but leaves trail lines behind, skips frames and looks crap.
The quicktime settings I've used are either: Animation Quality Best Millions of colours All Key frames 24fps or DV - PAL Frame rate 24fps Quality Best I need it to look high quality but I am not sure what settings to use.
So I recently switchs to a new computer. Installed flash and got everything up and running. On the old computer, I was forced to set the jvm.ini to use -Xmx512M in order to run the application (it's kinda big) But now, if I set it 512, flash will not open... I get the Java enviroment error.
Now, I lower the xmx value more and more and more until flash FINALLY opens without an error... I load up my application and when I try to run it, I get the java memory heap error and it tells me to adjust the jvm.ini file. Anyone know how I can get flash cs5.5 on a windows 7 64bit machine with 8 gigs of ram to open with a larger jvm.ini value?