Flash :: Invisible Sprites Still Take Up A Lot In Memory
Feb 1, 2010
Just curious, if I have a sprite on the stage with the alpha set to 0 does that take up just as much memory as a sprite that is visible? I imagine it does because it draws the sprite to the stage and then it has to set the alpha to zero.
I use the Flash IDE to create Sprites and MCs really quickly, but is it better to create assets at run time using the graphics funcitons or to just instantiate things from the library?
i have an evil memory leak that i would like to fix. at the end of the game a bunch of sprites "explode" and fly around. once they leave the stage, i stop their enterframe loop and remove them like so:
Is it possible to create a invisible mc with in 2 other invisible mc's and if so would there be any complications. Im trying to do something similar and it gets to the second layer but then doesnt want to load the third inv-mc. Like loading an external swf to a container mc then in that same mc have another external load and then another.
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 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'm designing a calculator-like application in Flash for a school IT project. I made the layout in photoshop, and want to lay out the buttons with sprites (was just on CSS so addicted to those things xD ). I've tried googling and have found something like you can use sprites like buttons (which is good), but I can't figure out how to apply bitmaps to sprite backgrounds vs. plain colors.
How do I use the counter to trigger sprites? Need an example or idea to work from. I want the number values to load sprites. The value of the counter goes to a text field. I want each number value to have an "if" condition to play a sprite of a corresponding number.
I've been studying and using actionscript exclusively for too long, that I don't even know how to import a regular image into Flash and create a ready-made sprite that I can use in my APIs. What are the steps to create a sprite from an image asset in the library?
i created 5 pages, each of which contains several movie clips (text, graphics, forms, etc). There is one specific page however that contains autogenerated content via. sprites. If i happen to land on this page, the sprites will appear, but when i transition to another page, they are still there except for the non-sprite stuff (disappear). Im ripping my hair out on this one, i managed to get a few of the sprites to remove but some are still appearing. Below shows the layout of the one thats not being removed;
i've been studying and using actionscript exclusively for too long, that i don't even know how to import a regular image into Flash and create a ready-made sprite that i can use in my APIs.what are the steps to create a sprite from an image asset in the library?
i am currently working in flashbuilder and i imported a swc wich containes a ratingcontainer. That ratingcontainer contains 5 ratings, they are labeled "Rating1", "Rating2, "Rating3", "Rating4", "Rating5".These are placed on the stage. i also have a sprite called "Star" and when i for example click on "Rating4" then every Rating from 1 to 4 should get stah Star sprite added to them, when i click again on Rating 3 or something then only 3 the first 3 should have the star added. i tried the following:
detailContent.RatingContainer.addEventListener(MouseEvent.CLICK, ratingClickHandler); private function ratingClickHandler(e:MouseEvent):void{
Is it possible to draw a sprite, on a movieclip, on a specific layer? I have a MC I created in the Flash designer, and it has 3 layers on it, background, some layout stuff, and then some text. In actionscript i've created a Sprite object in code, drawn a rectangle on it, and added it to the stage with addChild (called from within the MC). The problem is, the sprite is always being drawn above all the layout stuff I added in the designer. Is there any way to add the sprite to the MC at a specific layer? In this case the background layer. I tried changing the z on the sprite and no effect.
Just curious to know if empty movie clips or sprite can slow down a application or game.Reason being is because I want to use multiple sprites as containers for my object. So I can easy manage what objects are in front of others. Some points in the game, layers will be empty so I am just curious if I should just make those layers null if they arent being used or will that even make a big difference
I am setting out for a visualization project that will generate 1000+ sprites from dynamic data. The toolkit I am using (Flare) requires some optimization. I am trying to figure out some optimization techniques for Flash. How can I make Flash run fast when there are so many sprites on the stage, or maybe there is an optimization technique that doesn't involve generating so many sprites?
i have the ingame sprite and it needs to be in StageQuality.LOW due to some prerformance problems, and the hud needs to be in StageQuality.HIGH... but they are in the same stage. I tried changing quality before rendering the ingame (to a big bitmapdata) but changing this property every frame is too expensive.
It seems like even if you set an Image object's smooth property to false, it doesn't make the Bitmap look jaggy on non-90-degree angles (jaggy = aliased, opposite of a smooth edges = anti-aliased).Is there any way to achieve this? Or do I have to construct the rotation-spritesheet by hand and interpret the "angles to sprite index" calculations myself?
i am creating a game using flash cs5 and a part of it is drag and drop. in the game, we have this so called sprites. if you clicked on sprite 1, the topic for the drag and drop game is like for example, science. and once done and when you clicked on the other sprites, the subject assign would be for example arts.is it possible to create 1 fla file in flash cs5 where in it contains all the possible commands for drag and drop game for all sprites? you see, i have a main fla file which is the main game this calls the other files or activity, and some other fla file which is the activity in the game like question and answer, puzzles and the likes.
i am having an idea about inserting each question game in different frames to make the code shorter and to avoid having to duplicate the code for the other sprites. or in other words, every time the user clicks the sprites assigned to that specific activity, it will call the specified frame that corresponds to the instance name.again, the sprites are located on the main fla file. when clicked, it calls another fla file containing the game and at the same time, getting the value of the sprites ti know which frame should it proceed to. and thus returning the score attained in the minor fla file to the main fla file after the end of each activity.
I've got a problem in actionscript3 with moving large DisplayObject-s. When the size of the DisplayObject is quite large (more than screen size) the movement loses smoothness and it looks like the object starts jumping forward and backward, which overall looks very unpleasant. Does anybody know the way to fix that? I am trying to make a sort of a race game, where I need to move the background sprite to make the illusion of movement.
I'm creating visual effects using TweenLite, which currently only manages the tweens for me, can I also attach a sprite at a specific time? (using "delay")
Basically I want to use TweenLite to attach/remove sprites apart from just tweening existing objects.
I if create a sprite, and that sprite contains numerous child sprites (which themselves also contain child sprites), do I need to worry about garbage-collecting everything, or just the parent sprite? What if the child or grandchild sprites have listeners attached?
For example, let's say I have a class (a subclass of a Sprite) that creates a screen in an application.That screen contains numerous Sprites for all of the UI affordances on the screen (e.g., buttons, drop-down menus, textfields, etc.) Many of those sprites have event listeners on them.So, in my application, I have this:
var myscreen:MyScreenClass = new MyScreenClass(); this.addChild(myscreen);
Later, when the user is done with that screen, I remove it:
this.removeChild(myscreen); myscreen = null;
Is that all I need to do? Or, do I need to go recursively through myscreen, removing all it's child Sprites and Event Listeners?In other words, if you GC a parent, are all it's children, grandchildren, great-grandchildren, etc. also GC'ed?(For what it's worth, I'm using weak-references in my event listeners...)
I'm quite new to Flash and ActionScript. Anyway, I wrote my own XML Slideshow, that's working great. The problem I have is that I can't add an 'envelope' effect to the images that are loaded as sprites. I know I can use 'envelope tool' if I break the image apart (ctrl+b) but I need to do it dynamically via AS. Is there any way to do it. Rotating the X/Y/Z axis doesn't do what I need.
My movie targets flash player 10, and I compile it with FlexSDK v 4.51. It compiles and plays with no errors. But if I view the swf in Flash Player 10, some sprites that are set to buttonmode do not show a hand cursor or dispatch MouseEvents. In fact, if I play it in the Flash Player 10 debug player, I get an error:
"VerifyError: Error #1053: Illegal override of z in mx.core.BitmapAsset."
So to fix this, I can switch to using an older SDK, version 4.1. Now the error message is gone, but the mouseover problem persists - now for Flash Player version 10 and 11.
There are no flash 11 specific features used. It should be targetable using flash player 10.
I have determined that the mouse event and the override error are not related. The mouse event error seems to being caused by using filters. and I have found a workaround, by applying the filter to a child object, instead of the parent.
The error thrown above, is getting caused by an embedded bitmap. And it seems like a fix to that is to use flex SDK 4.1. Any reason not to just use the 4.1 SDK? Any way to make 4.5 sdk compatible with Flash player 10?
I am using Flash Professional CS4. I made 2 buttons (2 rectangles,each turned into a symbol of type button). I now want when I click 1 button that the second becomes invisible. Is there a way to do so?
Flash cs4 was installed and worked fine until lately. I cannot draw, use pen, shape tools, or load any previous pictures created in flash using the actionscript 3.0 new doc create. When I click/drag-- the image is there, but as soon as I unclick the image dissapears. Properties inspector shows that there is content but they are invisible. .fla files that I hve created and saved before open, but page is blank. The weirdest thing is that when I open a new doc using the AS 2.0 selection, everything works fine.I am somewhat coherent in the basic functionality of flash, and have tried the obvious i.e. fill and stroke colors, but I don't remember changing any settings.
I use tinychat and tinypic. Now when I go on either one the text is invisible. I cant see any text, its there cause I can copy and paste it. I did not have this problem until I updated my flash.