YES!  that's a great tip - you don't have to start at _level0 in your
snapshots - it's just the default ;)

I'm surprised that the non-recursive searches posed a problem.  Once you
start with a single snapshot, you should be able to click on objects in the
treeview and have it expand on demand.

On 12/17/05, MyName <[EMAIL PROTECTED]> wrote:
>
> Great tips! John.  Sorry for jumping in, Dimitrios. In my case, my desktop
> project got about 140 classes and many circular references. It'll take
> forever to take a snapshot from "level0" with recursive option on. The
> snapshot returns nodes of the 1st tier from level0 if recursive option is
> turned off. But nothing will show up when clicking on a node that is too
> complex.  So, what I had to do is to take a snapshot from a deep down
> path.
> For example in my case:
> _level0.gameBoard.gamePanel.operationPane.accViews.shipView. From that
> point, things seem started looking ok.
>
> Thanks,
>
> Doug
>
> ----- Original Message -----
> From: "John Grden" <[EMAIL PROTECTED]>
> To: "Flashcoders mailing list" <[email protected]>
> Sent: Saturday, December 17, 2005 12:27 PM
> Subject: Re: [FlashCoders] game slowing down - eventListener
>
>
> Good!  you're looking around and getting comfortable with doing so in
> Xray!
>
> Ok, some tips:
>
> 1.   When browsing through global, you'll see your packages and objects.
> You'll see all classes - instance, static, singleton etc.  You *can* see
> static properties/objects through global since that's where they live/are
> instanced.  Singletons and Instanced classes can be where they're
> instanced.  So, whatever timeline/movieclip has created the Object, that's
> where you can take a look through it / execute calls against it with Xray.
>
> 2.  If you want to save time with browsing with the treeview, you can
> always
> use the trace/execute window to verify an objects/propertie's existance.
> (IE: _level0.main.myMovieClip.objX)
>
> 3.  In your class, if it extends a movieclip, you could put in an xray
> trace
> (_global.tt("MyMovie", this);
>
> Then just copy and paste the path that spits out in the trace window and
> start checkingyour objects and props from there.
>
> Make sense?
>
> Let me know if you other questions.  With xray, there's usually 3-4 ways
> to
> get an an object and mess with it ;)
>
> On 12/17/05, Dimitrios Bendilas <[EMAIL PROTECTED]> wrote:
> >
> > Hello John,
> >
> > Sorry for the late reply, I wanted to run
> > some tests before answering back.
> >
> > I'm aware of the way the garbage collector works
> > (even though I'm a little confused with object parameters
> > stored in the inline functions inside Delegates, if they
> > get garbage collected after all or not).
> >
> > Throughout my framework and the custom code for the game
> > I pay much attention to deleting all object references.
> >
> > I've used xray in the past sometimes. I did this now too
> > but I'm having some troubles.
> >
> > The only lines in my .fla are
> > import ....Application
> > Application.main(_root);
> >
> > Where in xray should I be looking for object instances?
> > I can see all movieclips if I take a snapshot of _level0
> > but if I want to see the instances of the Tile objects,
> > or the TileManager, or the Countdown objects where
> > should I look? I tried _global.com.zefxis which is where
> > all the packages reside but all I see is functions (Classes)
> > and no objects.
> >
> > e.g.
> >
> > _global.com.zefxis.solarwind snapshot gives me:
> >
> > animation (object)
> >    Animation (function)
> >    Animations (function)
> >    EaseFunctions (function)
> >    RelativeMovement (function)
> >    Sequence (function)
> >
> > Any clues?
> >
> > Thank you!
> > Dimitrios
> >
> >
> > ----- Original Message -----
> > From: "John Grden" <[EMAIL PROTECTED]>
> > To: "Flashcoders mailing list" <[email protected]>
> > Sent: Thursday, December 15, 2005 5:35 PM
> > Subject: Re: [FlashCoders] game slowing down - eventListener
> >
> >
> > Hey Dimitrios, I know this might be covering something you already
> > understand, but thought to say it outloud just in case.  An object lives
> > as
> > long as there is reference to it in memory.
> >
> > So, in this scenario below "obj" lives on even though I've tried to
> delete
> > the original reference to it ("tt" is Xray's trace method):
> >
> > var obj:Object = new Object();
> > obj.prop = "here";
> > var a = obj;
> > var b = a;
> > tt("all: obj/a/b", obj, a, b);
> >
> > delete obj;
> > tt("delete obj: obj/a/b", obj, a, b);
> >
> > delete a;
> > tt("delete a: obj/a/b", obj, a, b);
> >
> > delete b;
> > tt("delete b: obj/a/b", obj, a, b);
> > //++++++++++++++++++++++++
> >
> > Which traces  out
> >
> > //++++++++++++++++++++++++
> > (41) all: obj/a/b:
> >   prop = here
> >
> >
> >   prop = here
> >
> >
> >   prop = here
> >
> >
> > (41) delete obj: obj/a/b: undefined ::
> >   prop = here
> >
> >
> >   prop = here
> >
> >
> > (41) delete a: obj/a/b: undefined :: undefined ::
> >   prop = here
> >
> >
> > (42) delete b: obj/a/b: undefined :: undefined :: undefined
> >
> > With a tile based game and all the possible references you're probably
> > running, you might have to take a closer look at how objects are being
> > destroyed for garbage collection.  You can easily see if they're still
> > alive
> > using xray as well as delete them at runtime using the execute panel
> with
> > xray to see if that helps your memory issues a performance.  Also, try
> > changing the visibility of your movieclips at runtime with Xray or movie
> > items off stage one at a time at runtime to see who's hoggin' the CPU
> etc.
> >
> > Check out the video on the Property Inspector for xray for working with
> > objects/movieclips at runtime:
> >
> >
> http://labs.blitzagency.com/wp-content/xray/videos/tutorials/indexFlash.html#Overview.propertyInspectorOverview
> >
> >
> >
> > _______________________________________________
> > Flashcoders mailing list
> > [email protected]
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
>
>
>
> --
> John Grden - Blitz
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>



--
John Grden - Blitz
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