I'm working on a flash game that has developed an obvious memory leak. I do what I'm supposed to do with GC; remove all references to the object, nullify it, remove all listeners (or use weak listeners); but the leak is still present.
I've stumbled across this article: [URL].. It claims that objects that are too large will never be garbage collected. This theory fits well with my project since all of my game resides in a couple of huge MovieClips that are created and destroyed often.
Is there any merit to the claim that objects that are too large will never be garbage collected?
I'm struggling a bit to fully understand garbage collection. To be honest I don't understand why this just can't be taken care of automatically but hey - I'm not a programmer so what do I know... Now to my question - I have the following code:
Code: var format:TextFormat = new TextFormat(); format.letterSpacing = -3.5; huvud_txt.setTextFormat(format);
Is it enough to set format = null; to destroy the format object or is there some crossreference going on here so that I need to do something more? huvud_txt is a textfield on stage - it's not created with code...
If I dump a lot of sprites into a vector, then want to garbage collect and repopulate the vector, what is the best way to do this? My app will be reusing the same vector over and over and I'm a bit worried it may have performance issues.
I'm creating a kiosk with a place for visitor's comments. There are several sections to the kiosk each with their own stand-alone .swf file (not browser based; no html). I'm planning on using Shared Objects to collect the input from the visitors in each section and these will periodically be reviewed by museum staff before actually getting posted. My question is, can I create one .swf for museum staff that uses an array to review each of the SO's created by the individual sections or will a flash file ONLY read in one SharedObject forcing me to create a separate app for each section for the museum staff?
I'm looking for a way to collect the file dependencies from Flex ActionScript and MXML files. I was hoping that mxmlc could spit them out (like gcc's -M option), but its option list doesn't seem to have anything relevant. I could write a parser, but would prefer not to reinvent the wheel if it has already been done, particularly given the two very different languages involved. In particular, star imports and in-package implicit imports could be troublesome.
Let a qualified-user place a dot on a country map and this dot will be shown on the map. When other users come by they see dot's and those dot's trigger a image.
1 Create a map, duh
2 Use the mouse to get the coordinates (_x and _y position) onRelease will be the selected coordinates.
3 Create a preview-scene were the qualified user sees the placement of his dot.
4 If oke, a image upload scene is triggered (the selected _x and _y coordinates are hidden)
5 The qualified user selects a image on his computer.
6 Again a preview scene, now with the dot on the map and the selected image.
7 If oke the user sends the coordinates and image to the server (i will use php-files to upload the info and a mysql-db to store the info)
I am stuck with step 2. In the attach file you can see what i have so fare.The trace messages are the data i want to send to a php script. And think i must create an array in flash something like:
Code: coords = new array(); for (i=0;i<=v;i++)[code]...
You gotta see the attach .fla to understand this. I have the values collected in "controller" movieClip.
The program keeps running sometime, the a = null, b = null.
The program is a complex one, I am sure that no part will touch a, and b. My question is, will the runtime(garbage collector) to collect the memory of "a" and then assign a and b to null?
I am trying to create a simple form using Actionscript 3 that will collect data from a form, then pass that data to an asp file. I have attached the following code to the submit button,but this is not working.I'm not sure if I have to add anything else and I don't understand why this is not working. I'm trying to load all the variable info into one variable called email form.
submit_btn.onRelease = function() { var emailform:text; emailform.email_txt = email_txt.text;[code]......
I made this small shop that uses Flash to collect data from the user (and what they want to buy) and PHP to mail the data in a confirmation e-mail. it's not working
It is known that a display Object removed from the display list will be garbage collected only if any event listener associated with it is removed.What I would like to know, but could not anywhere find an answer to, is that for a class that we create which extends, say Sprite, and uses and manipulates various other display elements within it, while removing an instance of this class from the display list is it sufficient to remove the event listeners associated with the instance of the class, or do we necessarily have to remove all internal event listeners of the class definition associated with the display objects that the class uses and manages.
I have ship game that i create using falsh as3. but i have the problem with memory usage. the memory usage still increase when game played. whereas the System.gc was called, but the memory still increase.
I just noticed a strange behaviour while looking at my application in the Flash Profiler. When I click a button in my TitleWindow then the TitleWindow doesn't get garbage collected after it is removed. I have no idea why that is happening.[code]...
I understand that Objects not referenced by anything are garbage collected, and have been making sure to null out referenced to objects when I'm done with them. What I want to know are a few things:Do only Objects need to be null-referenced?How often does garbage collection usually run? Does it tend to run when processor demand is low? Is there a way I can tell garbage collection to run manually, such as when I'm done with a playing field full of sprites? This is not really needed if garbage collection tends to run when processor use is low, since it will run anyway at the times I'd like it to.Objects created just for the scope of an if or for statement etc, unless they are assigned a reference elseware, are eligible for garbage collection, right?
I have a question about garbage collection: I am using a MVC pattern for a photo gallery website.Every view displays a thumb viewer/controller and an image loader. Each view extends an abstract class that has a close() method that looks like this
PHP Code: //AbstractViewer class public function close():void {
I am creating a bunch of movieclips when I first start the flash movie.I then put them into an array and use functions to add and remove them by selecting a random index in the array.When they are removed are they marked for garbage collection?Or can I just keep creating them.Might be hard to understand so code is below
var mc1:mov1 = new mov1(); var mc2:mov2 = mov2(); var mc3:mov3 = mov3(); var mc4:mov4 = mov4();
var theRandomClip:Number; var movieClipArray = new Array(mc1,mc2,mc3,mc4)
function getRandom():void{ theRandomClip = Math.floor(Math.random()*movieClipArray.length); addChild(movieClipArray[theRandomClip]); }
function remove():void{ removeChild(theRandomClip); } //Then I would call them in succesion many times
getRandom(); remove(); getRandom(); remove();
//etc do I need to worry about them getting garbage collected and no //longer being available?
No matter what I do I cannot solve a tween AS3 Garbage Collection problem I am having that is wreaking havoc on my tween instances working correctly/consistently. Some Sprites never tween at all, some do but only part way. And it effects different ones almost each time.
I have read a fair amount recently on AS3 Garbage Collection and improperly referenced Tweens and other asynchronous instances getting picked up in mid process. I am experiencing the signature inconsistent behaviour that the I have read of.
I have tried using class level Static and non static properties to store references to my Tween instances so they will not be marked for GC. No luck. I have placed references to them in Class level Arrays, I have also used TweenMax's static to() Method that insures that it will shield it from GC and its alt. non Static constructor instantiation, with persist:true. I also implemented another custom package; GCSafeTween(), other users said it does as it should, but it's not working in my case.
To test the GC problem, I edited the two eventListerners() in the Adobes' fl.transitions.Tween so that their default weakReference property was false. Doing this made the Tween work correctly. But that's a terrible solution.
A flash file loads a swf that has flash video using a loader request, which once loaded, wont unload and slows things unbearbley. I understand that once unloaded the flv will keep playing until Flash disposes of it.
I'm building a large flash site (AS3) that uses huge FLVs as transition videos from section to section. The FLVs are 1280x800 and are being scaled to 1680x1050 (much of which is not displayed to users with smaller screens), and are around 5-8 seconds apiece. I'm encoding the videos using On2's hi-def codec, VP6-S, and playback is pretty good with native FLV players, Perian-equipped Quicktime, and simple proof-of-concept FLV playback apps built in AS3.
The problem I'm having is that in the context of the actual site, playback isn't as smooth; the framerate isn't quite as good as it should be, and more problematically, there's occasional jerkiness and dropped frames (sometimes pausing the video for as long as a quarter of a second or so). My guess is that this is being caused by garbage collection in the Flash player, which happens nondeterministically and is therefore hard to test and control for.
I'm using a single instance of FLVPlayback to play the videos; I originally was using NetStream objects and so forth directly but switched to FLVPlayback for this reason. Has anyone experienced this sort of jerkiness with FLVPlayback (or more generally, with hi-def Flash video)? Am I right about GC being the culprit here, and if so, is there any way to prevent it during playback of these system-intensive transitions?
Here's my question. Suppose I've written some AS3 code like: statementOne; statementTwo; Is there any possibility that the garbage collector will run during or between my two statements, or does it only run after my "user" code has finished and returned control up to flash? We have an A-Star codeblock that's sometimes slow, and I'd like to eliminate the GC as a potential culprit. The codeblock is obviously more complex than my example above, but it doesn't involve any events or other asynchronous stuff.
I put together a quick sample just to test out the garbage collection convenience functions in casalib.
All seems to work well (i.e, objects are removed from the stage, listeners are stopped) however I am using Mr. Doob's stats display and it looks like my memory usage isn't going down after the destroy method is called?
[Code]...
Are my items actually being marked for garbage collection? What am I doing incorrectly?
fully removing objects from memory, but I still think I'm not getting it. I've written a test script that looks the following:The stage has is of class MemTest
There is approximately a 3x difference in the rate of gain of memory usage between simply letting the movieclips accumulate or running removeChildforever() in the enterframe. There doesn't seem to be a difference between using the "killme = null;" line or not.However, I am still seeing an constant rate of increase in memory usage of about 3 megs over the course of a minute, running at 120 fps. why is the memory usage still going up? Is garbage collector run so infrequently that it hasn't happened after 7200 frames?
i want to know what types of objects should be removed for garbage collection? i m working on a bit long project. i've made it in flash application. i've 5 frames. each frame contains scripts. i've declared public variables as well as private and local. obviously assigned some eventlistener and so.. while moving from one frame to another, i want to remove unnecessary objects to garbage collection.whatever i understood, i nullified all the public variables and removed all the public eventlisteners (eventListeners which are in functions, I believe those can only be removed within that function). Objects (incl movieclips and all these) which were added dynamically, i removed them using removeChild() method..
I have checked and rechecked, and I do not know why these "buckets" aren't being killed when I run the reset menu function, a fresh set of eyes could really help.
i'm sure there are a lot of problems, but the only one I care about is destroying those buckets. inside the buckets, I have a listener for "removed from stage", and that kills all the listeners, etc, inside the buckets.
I have an object that contains a timer. I do addEventListener on the timer and start the timer.At some point the object is deleted but I find that the timer keeps firing (using trace statements).What I don't get is, how come when I delete the only object that has a reference to that timer, the timer doesn't go away along with the event? Or do I have to do a removeEventListener() on the timer before removing the object for it to go away?
I've written a very simple swf loader/unloader that does not seem to remove from memory the loaded swf after it is no longer on the stage. There are several blog entries I've found regarding this, and none of their solutions have seemed to work. Adobe's Livedocs example of loading in an external swf and removing still has this issue as well. Perhaps I'm missing a simple step?Here's what I've got. Feel free to dump this code into your Flash app. All you need to do is make the 2 buttons (LOAD & UNLOAD) and the .SWF you want to load in as a test.