Actionscript :: Collect The Memory Of "a" And Then Assign A And B To Null?
Mar 31, 2010
I just encounter a strange problem:
var a:ClassA = new ClassA;
var b:ClassA = a;
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?
This might be a dumb question. I think I already know the answer, just clarify. If you declare a object in varible1 and then pass the value into varible2. If you decide to null varible2 would that kill just the reference or the object itself as well. I want to say no, but then again, everything you do to the reference it self, also affects the space in memory.these are the 2 varibles in my class.
private var objects:Array; private var viewableObjects:Array;
above are class varibles. Later on in my code I add an object to the objects arrayobjects[0][4] = new Enemy1();When i trace i get the following[object Enemy1]I then add it to viewable objects arrayviewableObjects.push(objects[0])
[AS] // Assuming a lot more properties are added to all objects var parent:Object = new Object(); var kid:Object = new Object(); var kidToy = new Object();
[code]....
Does making the parent object null recursively release all memory used by all subordinates in the hierarchy?
I have an array of temporary objects created in a for loop. The objects are of type class "Tile", a class I created. However, it appears that whenever I create a lot of tiles in the for loop, the program slows down indefinitely.
While the array is whiped at a later trigger point, I am thinking that perhaps these Tile objects are not being erased from memory. They are being created on the fly in a for loop, and the array is being reset to "array = []".
Are the objects still in memory or are they cleaned up when the array is set to []?
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.
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.
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?
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?
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 have begun on a list: My reference is null!Stage is null! Convert this code from as 2 to as 3 for me! Crossdomain policies are in the way of my cool idea Dynamic property names I need to use stuff on the parent! I don't want my children to scale when I scale the parent! Classes vs instances. Mod note: I do not want this topic pinned, we will use a fresh topic once we have agreed to the content.
the script i wrote is working fine. but the script attached to the flash player which i have no control over is throwing a script error (im using IE8).how can i fix this? if i run it locally there is no error.
I have create a menu but when clicking on menu so that it shows, I get an error on the line because of the line "myMenu.show(null,null)". See function below:
private function createAndShowmyMenu():void { myMenu = Menu.createMenu(null, myMenuDataProvider, false); myMenu.labelField="@label"[code]........
sometimes I remove child and trace it afterwards and it outputs null although I havent yet set it to null, why is that? and do I need to set it to null also in that case?
I have the following piece of code(part of a much bigger program). I this code I am re-using a motion that has been previously used successfully. The trace stmts are used to identify the exact location of the error and the error conditions as best I can.[code]
When you cast null to an object using Object(null), the result is an object.When you cast undefined to an object using Object(undefined), the result is an object.But saying null as Object or undefined as Object remains null.Why is this? I can't find anything in the documentation about this.
The objects that result from these casts can have properties set on and read from them. It's as if the cast created information, or removed whatever special information the null and undefined values have. But there's no indication in the AS3 documentation that the null and undefined special types are actually objects.
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
I am trying to add an EventListener to a MC, but I am getting the 1009 error. My script is referencing a MC that does exist. I have verified that my code is typed correctly, and that my instance names are correct.I am creating a portfolio site. On the first frame I have my main navigation (well, it's actually not the first frame. I alpha-fade everything in so it's really the 6th or 7th, but I'm not sure how pertinent that is). The main navigation works fine (5 movie clips, fyi). Clicking them will move to a different frame, and the information and sub navigation for the frame will fade up. It is the sub navigation that I am having trouble with.[code]
As you can see, it doesn't even get to the function before it gets thrown off. I have verified that the instance names are correct. The script and the MC I am trying to add it too [I/]are[I/] in the same frame, which is what's stumping me. Normally you get 1009 when the object you're trying to reference is not there, but mine is!!Obviously there is something wrong with my EventListener. I am not sure what else do; there is a gap in my understanding of AS.
If I set an Object = null, does that remove all references to the Object's variables assuming there are no external references to said variables? Or do I have to manually set all said variables = null?
When I worked with Flash CS3 and CS4, you could click on an element (such as a photo or a button) and a URL field would appear within the properties pane. From there, you could assign a URL to this element. I'm trying to figure out how to do this in CS5, but I can't find any way of doing it without actions
Is there anyway to simply assign a URL to an element in CS5?