Actionscript 3 :: Large To Garbage Collect?
Sep 16, 2011
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?
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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();
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Sep 25, 2008
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.
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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
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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.
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statementOne;
statementTwo;
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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?
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Sep 23, 2010
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
Code:
package
{
import flash.display.*
import flash.events.*
[code]...
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?
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Oct 14, 2010
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..
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Jul 21, 2009
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.
Code:
package com.Views {
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
[Code]...
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.
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Sep 15, 2009
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?
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Mar 3, 2010
Code:
var a:MovieClip = new MovieClip();
var dict:Dictionary = new Dictionary(true);
[code].....
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Jun 14, 2010
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.
Code:
var url;
var urlRequest;
[code]....
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