Actionscript :: Improve The Performance And Reduce Code Size?
Jan 25, 2011There is so many ways to improve the actionscript performance and reduce code size. Let share what tricks you can come up with.
View 1 RepliesThere is so many ways to improve the actionscript performance and reduce code size. Let share what tricks you can come up with.
View 1 RepliesWe have a medium size Flex 3.6 application that contains around 20 different page views (managed via a single lazy ViewStack) each having multiple components. Most use custom renderers.All model data is loaded at startup and changes to model instances are communicated via binding and/or collection change events.Once the user has viewed each page at least once, all page views are instantiated and happily listen to update events.Which in effect means that each time a model instance changes, all interested views receive that event and compute derived data or trigger item-renderers.I have tested and confirmed this behaviour in a proof-of-concept application. Even when setting a list to being invisible, it still listens to collection change events and invalidates any renderer affected.What would you do?
View 1 RepliesI am working on a flex application. The application occupies 100% of the browser screen, but it is slow to load. How should I improve the performance, what are the best techniques one should follow for improving the performance of a flex App. I did try some stuff though, I am not using relative layout instead i am using absolute layout and putting the buttons/images etc at exact places in a Canvas, still i feel it is slow. Can I profile the App or flex code to see where exactly the app is taking the maximum time to execute.
View 3 RepliesI have two FMS 3.5 streaming servers... Both have Windows Server 2003 x64 with 16 GB of RAM..I'm streaming from a common storage and my Application.xml file is like this:
<Application>
<StreamManager>
<VirtualDirectory>
[code].....
I am using the Open source PurePDF library in my Flex AIR application. The problem is performance:It takes 100% CPU usage and too long to generate a PDF.
I have done some analysis on it and find that the text writing in pdf is expensive. That's why I need to know how I can improve the performance. Are there any fonts for which pdf generation is less expensive, or is there some setting or tip that can make this process somewhat better in terms of performance? secondly in case of images the ImageElement generation is very expensive when writing that element to PDF. Is there any way to reduce the processing?
I found a way to reduce the ImageElement generation processing by resizing the image using flex and by then passing the small image's bitmap data to the image element. It works fine, and i have reduced the time of execution to a good extent. is there any way to tell PDF to work in chunks or divide the work in such a way that it may take more time to complete but won't block the GUI while the PDF is being generated?
I have a program that is decently complicated in one area and the rest is simple. The complicated stuff is data crunching, pretty much. Would I get an increased performance by doing the data crunching in a second app and just having it send the couple bits of info I want from it to my other app that would be the front end of the program? Or is this a dumb idea? I know air doesn't by default multi thread, so I was just trying to think of a "work around."
View 1 RepliesI am a bit new to using blitting for graphics. But I have worked up a few demos myself, and I have been reading a lot of information on the methods used. One common theme I have been seeing though is that all of them brute force rendering; drawing the farthest back object first and stepping through all other objects. even drawing objects that are going to be completely overlapped. The reason all of them say this is that any kind of testing to see what should be drawn actually takes more time than just drawing everything with no checks. Is there any kind of way to detect what should be drawn, that will run faster than just drawing everything?
View 1 RepliesAm currently working on a tool created by a colleague of mine and would like to improve performance. Basically, it's a tool for drawing on screen and uses a combination of Sprites and the Graphics class to draw a line segment every time the mouse is moved when the mouse button is down. Here is the drawing bit:
// on MouseMove
protected function drawLine(e:MouseEvent):void {
if (currentTool.thickness > 0){
//pen
var line:Sprite = new Sprite();
line.graphics.lineStyle(currentTool.thickness, currentColour);
[Code] .....
As you can see, it checks if the line 'thickness' property and draws if it is and erases if it isn't. I did think of using a technique similar to blotting here where it'd draw to a bitmap but I'm not sure this'd give the performance boost I want or if, indeed, there would be any way to have an eraser function. The drawing itself works nicely - this isn't the problem, it's the performance of the subsequent 'drawn' sprites.
Background: I am using SQLite database in my flex application. Size of the database is 4 MB and have 5 tables which are
table 1 have 2500 records
table 2 have 8700 records
table 3 have 3000 records
table 4 have 5000 records
table 5 have 2000 records.
Problem: Whenever I run a select query on any table, it takes around (approx 50 seconds) to fetch data from database tables. This has made the application quite slow and unresponsive while it fetches the data from the table.
How can i improve the performance of the SQLite database so that the time taken to fetch the data from the tables is reduced?
I've been building a project that is essentially a mashup style editor. You pick from a series of clips, arrange them in order, and then can play them back. Originally it was a series of FLVs that would play one right after another, one stops, next one starts, but this wasn't seamless. So I switched to embedded FLVs inside of SWF files.
Locally this performed better, the videos were more seamless, no gaps where the video disappears because the FLV isn't ready to play, but online it brings the flash movie to a crawl. In total I have 56 video files, either FLV or SWF. There are 4 "tracks" that play simultaneously. Each track is made up of multiple clips. I'm preloading the videos so they are ready for playback when the time comes. The videos are alpha transparent.
I'm working on a simple real time graph. The data is polled every 50ms, and each poll translates to a line one pixel wide, (data_point) pixels high. The graph scrolls such that new data is on the right, and the oldest values eventually fall off the left.
My solution is embarassingly brute-force, in that I just use theMC.graphics.clear() and a loop of lineTo()s for every graph refresh. While this displays correctly (and I can control the refresh rate to mitigate the CPU burn), it should be painfully evident why I want to move away from this method.
I want to programatically scroll or pan the entire graph one pixel to the left (and drop the leftmost line), and then just draw one new line on the right, but I can't figure out where to start. Assuming such a thing is possible in AS3, would someone be so kind as to point me in the right direction?
Will OOP reduce the performance of the application.I have to query 4 database with more than 1000 rows between each user inputs to give the output. The whole thing must be less than 5 seconds to the maximum extend and an average of 2 seconds. Which type of design is better for performance.
View 1 RepliesIn flash, if you have a complicated graphic (like a complex diagram) that doesn't change much and you want to move/zoom/rotate it around, then does Flash perform better if you convert all graphics into symbols? Or does making symbols slow things down?
Background: Sometimes, you do things for so long, you can't remember why you started in the first place. Whenever I import graphics in flash (like from Illustrator, for example), I select everything, press cmd-B (or ctrl-B on Windows) repeatedly, "breaking apart" everything until I can't, anymore. Then I press F8 and create a symbol.
That's just what I've done for like the last 10 years. It's to the point where I don't even think about it, anymore. I vaguely remember doing this after learning that performance improves when you break apart graphics to create a symbol.
Now, I have a problem: I'm translating/rotating/scaling a massively complex, static diagram and it's too sloooow. I'm trying every technique I can think of to speed things up—every little bit counts.I've read this link and lots of others but I haven't come across the topic of creating symbols.
Summary:should I go back through and make everything a symbol? Should I go through and make everything NOT a symbol? Which is faster?
I am using the Camera on Flash, but when I finish to use, now can I "destroy" the camera object for improve the application performance?
private var camera_atual:Camera = Camera.getCamera();
private var video_camera:Video = new Video(820, 546);
camera_atual.setQuality(0,100);
camera_atual.setMode(550,480,30,true);
video_camera.attachCamera(camera_atual);
this.palco_mc.addChild(video_camera);
I've been doing a little bit of reading about Stage3D, which will be a new API used with Flash Player 11.Will this API improve the performance of 2D rendering (Vector) in any way, or will the library be used primarily for rendering 3D?
View 3 RepliesFor poor performance reasons, the DataGrid will cache checkboxes and reuse them for different rows. If you have 50 rows, it won't create 50 checkboxes. It will create as many checkboxes at are visible, plus a few more for padding, and then reuse them as you scroll. This is why you need to explicitly manage their state. How can improve it ? How can fixed checkbox value ? i used checkbox like below But checkbox doesnot remembering the values
[Code]...
Been reading up on the flash transition object. I came up with this way of fading out one clip and fading in another and having them loop forever using the transition objects but it's very dirty coding and not very flexible.
Is there a way to clean it up so that I can add as many clips as I want without having to write more code, just by adding more movie clips to the stage?
[Code]...
how can i reduce the swf size? it's 9MB and it takes a bit to load online. is there any solution to reduce its size so it can load faster? the pictures and loaded externally so they're not embeded in the file. There are some inside the movie but they were already reduced from their original size.
View 1 Repliesi decompiled a swf & convert it to fla .after geting swf ,again i decompiled it,results in increase in file size of fla.is there any way to reduce the file size of fla...as PC hangs when i save fla.
View 2 RepliesI have two symbols in the Library...they are a shape of ball (Ball class) and a shape of a box (Box class)...I have a Tile.as class...which can create a tile effect with either the Ball class or the Box class...I can enter into the Tile class and change the tile effect to the shape I want to use...but I dont wish to do this. I would like be able to define a parameter which I can then pass in an argument for what I shape I want...to the Tile class constructor...so the class can be more flexible...But I don't know how I can do this...
ActionScript Code:
package {
import flash.display.*;
public class Main extends MovieClip {
[code]....
I am using Flash CS3. Now i did some image with mc(Movieclip) animation. Its come near 150kb. But i dont need this like file size. I want less then 75kb.also i did publish settings and reduce the jpeg quality near 40. But its come near 106kb...
how can i reduce this swf file size.
I've uploaded an AIR-built .ipa file to Apple. From Apple: "The app binary listed below was 8 MB when you submitted it, but will be 20 MB once processed for the App Store"
So I'm trying to trim it. I've gotten rid of all unused .as classes and all unused assets. Does anyone have any clever way of reducing file size further? One way I thought of is this[code]...
reduce the file of flash file as well as swf file to upload.tell me a simple way to reduce the swf file size. So that i can easily upload the file.how to externally load the swf file in flash.
View 3 RepliesI am trying to reduce the size of my swf, and I see that I am using a movieclip on each frame on the Timeline, which has to be adding considerable size to my file, since I have placed the movieclip(animation) on every frame. How could I do this more efficiently and still acchieve animation between each frame? I have included a ripped version of the fla. , since the attachment limit here is pretty low. In the file the video - files and the picture files have been removed, but the rotate... mc's(animation) are placed in the interanim Layer and the Menustate Layer, on each frame.
View 1 RepliesI am designing a website. My flash file comes up to a size of 1.5 mb. It takes around 1 minute to load.reduce the file size.
View 1 RepliesI make a very simple movie but its 5 Mb i dont know why >>> do image size i use in movie enlarge the movie size?
View 1 RepliesI would like to reduce the size of swf files for easy uploading. Is there a way I can reduce the size of swf files
View 2 RepliesSo I have this .fla file that a freelancer made for me before. I noticed that the mp3's he imported have really low size of about 800kb only for each sound. When I sent this songs to him, they were in WMA files and have 3MB size each. I noticed that the file location says "program files/total video converter/...", so I assume that he used the Total Video Converter software to convert the WMA to MP3. But how was he able to make the size to only 800KB? Because I tried other converters and the size doesn't change significantly. Lastly, I noticed that it says in the properties "50.0% of original" and the use imported mp3 quality is checked! Also, since the above situation has a WMA file. How about if I already have the mp3 file? How can I reduce the size?
View 5 RepliesI am importing layers from my Photoshop file to Flash to create a Flash Banner ad using CS5. My Banner size is set-up in PS as 160x600 72DPI. Are there any tricks to getting my file size down without losing anymore resolution when importing to the flash Stage?
View 1 RepliesI am using Flex Builder 3. Even for a small project, my exported .air file's size is around 400k. Is it because of all the Flex libraries being compiled into my application. I wanted to know if it is possible to remove the libraries that I don't use.
What are libraries like "qtp.swc" and the "automation" libraries?