ah, if it's under com, you're good.  It'll get searched.

The thing with global is that, you're only going to see the class
definitions (functions/props), unless it's a static class.

So, I would stick with _level0, and try to type in the path as deep as you
can recal to start the snapshot, if that makes sense.

Does that all make sense?

On 12/21/05, Dimitrios Bendilas <[EMAIL PROTECTED]> wrote:
>
> John,
>
> At the Class Packages array,
> should I add just "zefxis" or "com.zefxis"?
> Cause that's where my class package resides.
>
> I did what you told me about the XRay component in the timeline.
> The project is pretty huge (more than 150 classes) and there is
> a real problem with recursive ON (it actually freezes the player)
>
> I tried going pretty deep in the tree and then enable recursive,
> but still I'm having trouble. I only see some objects. And if I click
> on them, then I only see functions again.
>
> I'm looking in _global.com.zefxis..... etc, right? I guess that's where
> I should be looking, not the _level0 tree.
>
> Sorry John, I don't have it online.
>
> Regards,
> Dimitrios
>
>
>
>
> ----- Original Message -----
> From: "John Grden" <[EMAIL PROTECTED]>
> To: "Flashcoders mailing list" <[email protected]>
> Sent: Wednesday, December 21, 2005 3:11 PM
> Subject: Re: [FlashCoders] game slowing down - eventListener
>
>
> 1.  Put Xray back on stage in the _level0 timeline.
>
> 2.  Click on it and select the parameters tab.
>
> 3.  in the Class Packages array, add Zefxis
>
> 4.  Republish and try a snapshot again.
>
> This time, it should at least show you the true class names/paths.  I
> actually realized yesterday that if the connector wasn't on stage, the
> ClassPath engine isn't initialized (more on that later).
>
> In the older versions of the AdminTool, it used to only do Recursive
> searches and it would recurse objects at the same time as
> movieclips.  That
> proved to be a huge task that caused script timeout errors left and right.
> Now, I list objects/movieclips (including arrays), but only movieclip's
> get
> recursed.  If you want to drill down through an object, just click on it,
> and drill down through the property inspector.
>
> So, republish after doing the above.  If you have it online, do you mind
> if
> I try and look through it with Xray?  Let me know,
>
> Thanks,
>
> John
>
> On 12/21/05, Dimitrios Bendilas <[EMAIL PROTECTED]> wrote:
> >
> > Hello again,
> >
> > I've been doing test all this time
> > but I still haven't found what I'm looking for.
> >
> > I'm not able to find the actual objects.
> >
> > When in _global I only see class names (functions).
> > If I view _level0 or any movieclip child I only see movieclips
> > (I'm not using classes that extend MovieClip)
> >
> > e.g.
> >
> > _global.com shows:
> >
> > blitzagency (object)
> > darronschall (object)
> > robertpenner (object)
> > xfactorstudio (object)
> > zefxis (object)
> >     applications (object)
> >     games (object)
> >     control (object)
> >         List (function)
> >         ScrollBar (function)
> >         ScrollableTextBox (function)
> >
> > Zefxis is my package, so everything game related should be in there.
> > If I expand any of the other objects, like applications or games,
> > at the end all I get is functions. So no actual object instances.
> >
> > _level0 shows:
> >
> > _level0 (movieclip)
> >     appPanels (movieclip)
> >     onAppChangeFocus (function)
> >     onLoad (function)
> >     sound_manager (movieclip)
> >
> > And if I expand anything in the tree all I get is movieclips
> > and movieclip functions.
> >
> >
> > What am I doing wrong? I'm still confused.
> >
> > I remember I used to be able to see object instances
> > back when the application was still AdminTool.
> >
> >
> > Thanks for the help
> >
> > Regards,
> > Dimitrios
> >
> >
> > ----- Original Message -----
> > From: "John Grden" <[EMAIL PROTECTED]>
> > To: "Flashcoders mailing list" <[email protected]>
> > Sent: Sunday, December 18, 2005 5:13 AM
> > Subject: Re: [FlashCoders] game slowing down - eventListener
> >
> >
> > 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
> > > _______________________________________________
> > > Flashcoders mailing list
> > > [email protected]
> > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> > >
> > > _______________________________________________
> > > Flashcoders mailing list
> > > [email protected]
> > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> > >
> >
> >
> >
> > --
> > John Grden - Blitz
> > _______________________________________________
> > Flashcoders mailing list
> > [email protected]
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
> >
> >
> > _______________________________________________
> > Flashcoders mailing list
> > [email protected]
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
>
>
>
> --
> John Grden - Blitz
> _______________________________________________
> Flashcoders mailing list
> [email protected]
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>
>
>
> _______________________________________________
> Flashcoders mailing list
> [email protected]
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>



--
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