Flash - What Is The Maximum Amount Memory Adobe AIR Can Utilize
Jul 1, 2011
I've been doing some rapid prototyping for a game I'm thinking of building. one of the main things i want to do is map generation for a tile type map. While generating the map i end up using large amounts of ram. I'm building the map as an array of random integers for my test. When i try to generate maps of a large scale flash gives me the out of memory error:
Error: Error #1000: The system is out of memory.
I've already figured i could write to a file instead, to solve that problem. but does anybody know the actual maximum size? I've tried searching around to no avail.Activity monitor reports that ADL is using around 500MB "real memory" and around 700MB "virtual memory". The System.privateMemory property seems to match the "real memory" value.as a side note i'm developing in OSX Snow Leopard (64) with 8gb ram
EDIT:
Here the example test i am running
var ba:ByteArray = new ByteArray();
for(var i:uint = 0; i<100000000; i++)
{
ba.writeInt(int(Math.random()*100));
[code]....
When i run this script from a browser, stand-alone debugger or AIR i get roughly the same memory usage readouts (which i know vary anyway). What is constant however is the final length of the byte array:
how to fetch the maximum size that the SharedObject class can utilize?
Something like
SharedObject.getLimit()?
I am aware, that by default, its 100kb. In the event that the user has modified their settings, and increased the SharedObject quota, then I have no idea of how to fetch the info.Is there a way to find out in AS3? Or should I just stick to the possibility that 99% of users will NOT change their settings.
I've noticed that AS3 doesn't seem to contain a way of defining a minimum amount of characters required but does have a maximum.Any way to do this with a textfield?
I am a designer, and I am very new to coding and I just began using flash CS3. I am currently working on a project and I wanted to utilize a video gallery that I found on the adobe site. The link is [URL]. And he breaks down the application on the link below and the source code is well written and commented but I just can't seem to understand coding. [URL]. So I was wondering to modify the code so that the thumbnails are images instead of swf files and the thumbnails are placed in columns which represent its own category. In return I can be your contact if you need a favor as far as designing something.
I have a spark skinnable component which contains a datagroup with images. The datagroup is scrolled by hovering the mouse over it. Everything works fine except one thing: after I change the datagroup provider, I need to scroll down automatically. The problem is the images are not loaded immediately after I set the provider so (contentHeight - height) does not yet represent the actual maximum scrolling position. Is there an easy way of telling the datagroup to scroll down as its content loads? Because the workaround seems to be not so straightforward. This is the code for scrolling(thumbnailStrip is my datagroup):
I am asking this question because i have herd 5 different answers from friends and web designers about where the CS5 Goodies Fonts go from the purchase CD's. I have them in a folder now, should I store them in the system folder or copy them to the programs directory for each application. Is there a way to put them in a folder so that "all adobe applications" can utalize them for production and publishing.
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I have a pendulum that swings infinitely. I'd like to set the maximum angle to a random amount to give it a sort of "blown by a random wind" effect. I'm not great at code, so I can't figure out how to randomize "maxAngle" without making the animation jerky. Does anyone have any ideas on how to do this? Here is my code and FLA...
Where can a person go to get a good understanding of how to utilize actionscript within Flash?
question is coming from a person new to Flash, and a non-programmer upto this point. I realize there are several books and tutorials, however I am looking for something directed at person very new to Flash and unexposed to programming, and Actionscripting.
Where can a person go to get a good understanding of how to utilize actionscript within Flash?Keep in mind this question is coming from a person new to Flash, and a non-programmer upto this point. I realize there are several books and tutorials, however I am looking for something directed at person very new to Flash and unexposed to programming, and Actionscripting.
I'm trying to load windowed sub-application in another windowed application, The requirement is to replace one loaded application with another on user action.
I tried the documented method of unloadAndStop() on the swfLoader in the main windowed application, but somehow during memory profiling I could see the instances of those applications were maintained in the memory even after explicitly running garbage collection.
Where as If I make those windowed application as modules, and then try to load them using the Moduleloader things work smoothly and unloaded modules are removed from memory.
Couldn`t find any ActionScript native APIs even in the beta documentation, am I right supposing that this means the only way to measure CPU / memory consumption is by cooking up a custom native solution, hooking it up with AIR and making it work on each targeted platform?
Basically the aim is to be able to have this information available inside AIR and not having to use an external application for profiling, not even Flex / Flash builder.Seems for the CPU load the only solution will be some command line scraping using NativeProcess.
I have been having a serious issue with custom video where flash is saying that the amount of the video so far played is MORE than the amount that it has downloaded, which is clearly impossible. This results in various problems, such as the playhead (scrubber) moving past the end of the loader bar. I posted a simple demo that displays the amount loaded and the amount played in text fields. You can see it at: [URL][Code]...
So I have been having a serious issue with custom video where flash is saying that the amount of the video so far played is MORE than the amount that it has downloaded, which is clearly impossible. This results in various problems, such as the playhead (scrubber) moving past the end of the loader bar.I posted a simple demo that displays the amount loaded and the amount played in text fields. You can see it at: URL...[code]I encoded the video at a high rate so that it would download slowly. It may not playback smoothly, which I am not concerned about. What I am concerned about is the numbers below the video what are derived from ns.bytesLoaded and ns.time. If you watch it for a bit, the amount played should exceed the amount loaded.
I double checked the video duration and the bytestotal that flash is reporting and they are correct. I don't know of any way to check the accuracy of bytesloaded.If your internet connection is super fast, you may not see the issue - it only occurs when it is playing back faster than it is downloading - if this is the case, you may need to throttle your speed down, or start downloading a large file while you are watching this demo in order to see the issue.But this is a serious issue and means that building custom video interfaces with loadbars and playheads is impossible!
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.
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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?
Is there a way to set a (large) maximum size for SharedObject on my domain so that I can ask the user to allocate a size greater than 100k one time and not need to ask again, even if data is added?
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