Flash :: Use Frequently A Code Without Increase CPU Usage?
Mar 16, 2011
i have created an animation (kind of tween) in flash by AS,i want to use it more than once in my project, but CPU usage increase very much!i think save my animate as swf and load it in my project.
I'm running out of ideas on what I can do to fix this issue, so I'm coming here for assistance. For the past few weeks, I have been having ongoing issues with the Adobe Flash plugin crashing consistently. This happens on every flash playing website, including YouTube. I experience the following symptoms when playing flash video:Mozilla Firefox
- Sometimes the movie will start, and then I will get the flash plugin has crashed message and the option to send a crash report. - Sometimes the movie won't start at all and I'm immediately presented with the crash. - Refreshing the window sometimes will succeed, but again sometimes I get the crash immediately and other times I get it part way through the movie.
Internet Explorer: - Whenever the plugin crashes, it actually crashes the entire tab of Internet Explorer. No refresh page fix for this one folks.
I have performed the following: - Ensured that both Firefox and IE are updated... they are. - Ensuring that the flash plugin is the most up to date version... it is. - Uninstalled, and reinstalled the flash plugin from Add / Remove Programs - Uninstalled Flash using the flash uninstaller from the website, and then installing ver 10.0... still crashed. - Updating from 10.0 to 10.1... still crashed.
I don't recall installing anything additional on my computer besides Call of Duty: Black Ops, and Civilization V within recent months. I'm running Windows 7 Professional which is constantly up to date, and the protection I have on here is Microsoft Security Essentials. I can't think of any application that would interfere with Flash enough to crash it.
I used to write programs in the android sdk for google phone. One of the android developers guide that I read says that it is more efficient to declare a const public static const NO:String = "no";
I made a button that starts the song, but when you press on the same button again it starts the song a second time. So now it is playing twice. Could use some help so no many how times the button is pressed the song only plays the first time it was pressed.[code]
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.
In the attached file, for some reason, when the menus drop down, they frequently get hung up. (stay down, slow to move back up into the hidden position, etc.) Attachments: Main_Working_Current.zip (223.9 K)
I'm working on a project which I want to build up OO. Now I came with a function that checks or a value is valid.
private function valid(value:*, acceptedValues:Array):Boolean { for(var i:uint = 0; i < acceptedValues.length; i++) { if (value == acceptedValues[i]) { return true; }} return false; }
As you can see, the function is very general and will be accessed across different classes. Now my question is; where do I store it in a OO correct way?
I am doing a project for an RSS feed company, and I just found out I need to make a few flash files to be played on a digital signage display. Since I don't know Action Script , I'm basically learning as I go.One file is stumping me. I need to make auto-playing, looping, slideshow that consists of a series of JPEGs. These Jpegs are called from the companies server, and since they are basically weather images that shows doppler radar, they will be updated several times a day.
I'm user of relatively weak computer (pentium IV 3.0 with hyper-threadingiem) but with a bit newer graphic card - asus radeon HD4650I'm not big new games fun, I'm useing my hardware most to internet access so I would rather not to buy new computer in the near future. But also I would like to have possibility to watch flash movies fluently on full screen (eg. youtube, video streeming). Unfortunatelly, till now, it was pretty weak. I got hope that afther new flash release (lately), which should use computing power of graphic card and making CPU work lighter.
Unfortunatelly, afther flash update (10.1) I haven't noticed any changes - everything work in the same way (not fluently) as at old flash. CPU usage is still ca.100% and GPU usage is 0% (I can see it in control panel) What is wrong? Is it this version of flash what should use GPU or it is not yet? Maybe I should configure something more? Or is it possible that I made something wrong? I've tried few times, made lots of work and combinations (instaling and reinstaling different versions of flashs, graphic card drivers, browsers changing etc) and still nothing.
How much memory in bytes can Flash normally handle? I have a fairly involved program that is running at 39MB usage and now may be causing some memory issues (I'm not sure it's the memory, since it was running smoothly up until I made a few code changes and now Flash freezes after making those changes). But anyway, I have been wondering about memory usage and Flash CS3 and felt like this was a good topic to dicuss. Is there a way to force an increase in available memory for Flash?
I am doing a flash getting data from mysql. My Database is quite big (200+MB) with lots of datas. here is my problems, after using my flash for some searching, maybe because of calling mysql to get too much data (like getting 900 records with their names and images), my memory usage increase to over 2 GB. Thus my flash is dead. I need to restart it. Is there any ways to reduce the memory usage?? Or it might be some other problems. I am quite new at my job, so it might be something that I forget to close ot remove.
As more and more FLV videos are moving to HD, I'm noticing high CPU usage and lots of dropped frames when playing FLV video in web browser with Flash 10. This is true even if the video isn't full screen. I've tried a variety of browsers (Firefox, I.E., Chrome) and the problem occurs on all of them so it's pretty clear it's a limitation in Flash.
Now my PC isn't high end (it has a Pentium M 1.86 GHz processor), but I can take those same FLV files and load them in something like Media Player Classic or Windows Media Player (when using ffdshow) and play the FLV files full screen with little or no drop in frames and an acceptable CPU rate.
This is especially annoying on sites like YouTube where I actually have to save the video and play it back in something other than Flash to have it play back at an acceptable rate. This doesn't work for other sites like Amazon.
Why is the CPU usage so high when decoding and displaying videos when compared to other media players?
Do anybody know about how flash player render the content when we do the scaling? Let's say i have 2 flash swf file. swf1 : the stage size is 2000 px x 2000 px. + 1 movieclip with 100% transform swf2 : the stage size is 1000 px x 1000 px. + 1 movieclip with 50% transform Let's say there is a movie clip on swf1. So i copy the same movie clip to 1000 px x 1000 px file and transform the movieclip to 50%. So it will look the same if i scale the swf2 x 2. If there is any different on swf1 and swf2 in team of CPU usage or etc?
Like is it true when playing swf2 need more CPU usage than swf1 because swf2 need to do the scaling but swf1 not. Just not sure which way i should develop the content. Because i have to make some content and the width/height are about 3000 px. So i am thinking if i should set the stage close to limit 2880 or just make the content like swf2. And my concern is if it will use more CPU when do the scaling.
When I run my swf locally in the Flash Player application, its memory usage starts at around 50 Mb, and though it definitely fluctuates, it generally stays centered at around 50 Mb. Then I embed the same swf in an html page and run it in my browser (firefox). Now the memory usage starts at 20 Mb, but increases at a near constant rate until it is over 100 Mb and I need to stop it. The swf is essentially unusable in the browser because of this.
What could be the cause of this huge difference in behavior? Where should I even begin when trying to make the swf functional in the browser? EDIT: I have found what was causing the problem (sort of). A certain type of object, which gets spawned a lot during the game, doesn't respond to removeChild() correctly. As a result these types of objects were building up on the stage (but invisible) and causing the memory usage to skyrocket. This doesn't occur when I test it in CS4 or in the standalone flash player application, only in the browser. It seems like a Flash bug.
I'm developing a p2p mutliplayer game using adobe rtmfp server on facebook using flex 4. I have box2d for physics engine and the hardware acceleration is on. In 60fps, Average cpu cost for 6 players room is %40 for 1.86mhz intel core 2 duo. But in 8 and more players rooms, the cpu usage increases to %50 and fps drops to 50. I'm guessing that flash player uses only 1 core in full performance and resting the other. However I need all cores for 8+ rooms to simulate 60 fps smooth game. Is there a way to make flash use multiple cores at once?
I have a movie that am loading external 27 movie clips. after a while the flash projector crushes. when i look at the the task manager flash Mem usage is 171000k.
the more i upload the more the memory keeps increasing. i thought when u upload a movie clips in flash they keep replacing the one before and so the memory does not keep increasing?
--kharddie var loaderScenario:Loader; loaderScenario =new Loader(); loaderScenario.contentLoaderInfo.addEventListener(
I'm building a media player with alot of tweens in the interface , I'm wondering what is common or exceptable in the professional flash community. When I tween the whole Interface into another view firefox spikes to 12 - 16 cpu on a 3.01 GHz duo-core. Is this normal? After the tween Firefox flunctuates between 2 - 8 cpu while idle.
I've hired a freelancer, to make a design for my flash app. And everything was fine, untill I saw this. It was an animated background. It has about 100 tweened movie clips, that do pretty much the same - simple rotation tween, but cpu usage on that background only reaches 17-20%. Its high for such a small effect. I've tried to optimize it - removing all code, and leving just timeline based tween, but that didn't solve my issue.[URL]
I've been deploying video to the web via Flash for a couple years now and I was curious if anyone has experience with / knows if deploying video via a Flash Media Server or any other type of video centric server has a significant impact on performance playback? I've noticed lately that with YouTube content, often available in "HQ" or "HD" that the video playback suffers very marginally when switching to higher quality video. However, with video players I have developed, using HTTP progressive download, CPU usage often spikes during download of the video and decreases once it's been cached. I've also recently employed pseudo-streaming techniques with the help of XMOOV but this doesn't seem to have much of an effect on CPU usage during video download.
My video player was developed in AS3 and while it's not using a class based structure, it does follow general OOP techniques. Would a class based video player improve performance? Here is a link to a work in progress video player: [URL] Please try a couple videos and let me know if they play back smoothly and / or if you notice CPU spikes. Also note that the only video that makes use of XMOOV is the "Make a Wish" video as it's been injected with the necessary metadata.
my flash has lots of images and dispaly objects. Hence it costs high cpu usages. after using my flash for an hour, it is dieing.I am trying to reduce it. I have some questions here:
1. I create an array, or string at frame 1 for example, when I go back to frame 1, should I create a new array, or a new string?? Or is it better to make it empty array(eg:[]) or empty string("")? which way it reduces cup uasge more?
2. does anyone know how to force the flash to do garbage collection??
3. any other possible reasons that cause high cpu usage?
My problem is going to be hard to outlay in detail due to NDA's I am bound to, but the gist is this..I have a swf application the progressively streams content from a cdn edge server.I have built a video player class and instantiate a new one for each new piece of footage I find.Naturally this requires good memory management to ensure no leaks..... and herein lies the problem (surprise).
I have unregistered all my event listeners (not using weak at present) and nulled all objects from my media player object.I slice it from my list and call a destroy method that cleans up all objects setting references to null. Once this is done I call System.gc().My profiling tools are showing that my memory usage is continuing to increase linearly for each new video clip. The jump is about 5mb each time the approx size of each video file.
Is the built in "Video" component on the stage (players all share the same one) a built in type?
I have a class just full of random STATIC functions and vars that I use often on alot of other classes. things like the classic randRange(min, max) function. . just silly things i dont want cluttering my code My question is does importing this class into other classes increase the memory used by instances of the class. Cause i may import this class of 30 objects and only use 2 of them. I'm thinking it doesn't. But i could be wrong as I haven't found much material on flash memory usage other than garbage collector stuff.
I am developing a player and I want to make it for only one domain usage for one download. If user needs again then again hew needs to download another version from my site. How can I make it.