Actionscript 3 - Flash Movieclip With Sub-animations Eating The Memory?
Nov 22, 2011
I have been working on a flash game where I add sub-animations to a movieclip by attaching child movieclips. This creates a hierarchy of movie clips with different animations, but the result of that was that the parent movieclip ended up growing indefinitely and eating lots of memory. Is there a way I can optimize such animation? If bitmap caching works, would I be able to cache all the children which were added before runtime (e.g children movieclips which were added during design and before publishing the SWF).
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Code: Select allprivate var charClips:Array = new Array();
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Code:
Select allpresenter1.onRollOver = function () {
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[Code]...
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Code:
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{
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I've seen people explain how to remove a script created movieclip or shape from memory but what about when you link to a movieclip in the library?
Do you remove that from memory in the same way?
For example would the code below remove this clip from memory?
Code:
// I want this out of memory when the button is pushed.
var my_clip:my_clip_link = new my_clip_link();
addChild(my_clip);
[Code].....
When I test it, it does not show it out of memory on my computer but I read that the GC cleans up when it wants to, so I put in System.gc() to force GC, but I don't see any memory change in the debugger.
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my code-"refile.net/f/?amK"
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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.
[Code]...
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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?
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I performed a benchmark test memory consumption by three DisplayObjects - MovieClip, Sprite, and Shape.
Below are results and method used. I just wanted to create instances. Test with adding instnaces to display list showed a slight difference in terms of memory consumption.
Observations: Sprite uses from 16 to 22% with average 18% less memory than MoviClip.
Shape uses from 42 to 55% with average of 46% less memory than MovieClip.
Shape uses from 32 to 42% with average of 35% less memory than Sprite.
[Code]...
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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?
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May 11, 2006
I've done a class to be able to listen to the event for a CLASS not on an instance.
Code:
class net.webbymx.events.XClassEventListener {[code]....
why did I do this.It cames with my rugby game.I have player in two teams. When a player throw the ball I want the other teammate to act like "wait for ball" and the opponent like "seek for ball". Plus I'm lazy (and I don't want to register the listener for each instance of the player I'm creating). So this class is made to be able to handle as many instance of a class I want without adding a listener on each of them. I'm just creating a global listener on the class and then I will be able to receive dispatched event for any instance of this class .so in my team I can do
Code:
XClassListener.initialize(this);
this.addEventListener("throw", "net.webbymx.game.Player", "wait");
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Code:
XClassListener.initialize(this);
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