Here's a noooobie suggestion, but can you not use 'delete'?

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:flashcoders-
> [EMAIL PROTECTED] On Behalf Of Dimitrios Bendilas
> Sent: 01 September 2006 14:53
> To: Flashcoders mailing list
> Subject: Re: [Flashcoders] RE: Images stay on memory forever?
> 
> Hello Dave,
> 
> Thanks for helping out with this, man.
> 
> Originally my code was:
> n = 1;
> btn.onRelease = function():Void {
>  _root["p"+n].gotoAndStop(2);
>  _root["p"+n].removeMovieClip();
>  n++;
> }
> No dynamically attached symbols. Didn't work...
> 
> Can you please download the .FLA and run a little test for yourself
> if it's not much trouble?
> It's at http://www.zefxis.gr/files/ImageIssue.fla
> 
> I'm not sure if I understand correctly what you are saying here.
> The first frame of the movieclips has to be blank, their content
> must start from frame let's say 2, and before removing them
> moving their timeline to frame 1, which is blank? Is that it?
> I tried this and still doesn't work.
> 
> Do you have an working example you can shared maybe?
> 
> Thanks a million!
> 
> Dimitrios
> 
> 
> ----- Original Message -----
> From: "dave matthews" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Friday, September 01, 2006 4:14 PM
> Subject: [Flashcoders] RE: Images stay on memory forever?
> 
> 
> > hi Dimitrios,
> >
> >  Try using hard coded symbol_clips instead of the dynamically attached
> > movies, because frame 2+ is going to contain whatever exists on keyframe
> > one of the code created attached movie.
> >
> >  For example, using an IDE target_clip symbol with the first occupied
> > keyframe and the target in frame 5 will  require the command
> "target_clip,
> > goto (key)frame5" and loadmovie content.jpg into
> > replacable_target_movieclip_symbol actually exists only on frame5.  The
> > loaded content.jpg can be eliminated from the player by sending the
> > target_clip/timeline to empty keyframe1, which is a known to be an empty
> > keyframe...  thus no 'load_target' no content that replaced the
> > 'load_target.
> >
> >  Placing attached movieclips on different levels is more complex since
> we
> > have no way to create truly empty keyframes on dynamic timelines... i
> > think... :)
> >
> > we'll get it working,
> > Dave Matthews
> >
> >
> > ------------------------------
> >
> > Message: 8
> > Date: Fri, 1 Sep 2006 11:25:13 +0300
> > From: "Dimitrios Bendilas" <[EMAIL PROTECTED]>
> > Subject: Re: [Flashcoders] RE: Images stay on memory forever?
> > To: "Flashcoders mailing list" <[email protected]>
> > Message-ID: <[EMAIL PROTECTED]>
> > Content-Type: text/plain; format=flowed; charset="iso-8859-7";
> > reply-type=response
> >
> > Hi Dave,
> >
> > Thank you for your reply!
> >
> > I tried everything you described here. Unfortunately, I still got the
> same
> > problem.
> > I guess I'm not doing something right here...
> >
> > This is my code now:
> >
> > _root.attachMovie("p1", "p1", 10);
> > _root.attachMovie("p2", "p2", 20);
> >
> > n = 1;
> >
> > btn.onRelease = function():Void {
> > _root["p"+n].gotoAndStop(2); // frame 2 is empty
> > _root["p"+n].removeMovieClip();
> > n++;
> > }
> >
> > I even tried removing the movie clip on the next frame, after calling
> > gotoAndStop(2).
> > Still the same.
> >
> > Any thoughts?
> >
> > Dimitrios
> >
> >
> >
> > ----- Original Message -----
> > From: "dave matthews" <[EMAIL PROTECTED]>
> > To: <[email protected]>
> > Sent: Thursday, August 31, 2006 11:02 PM
> > Subject: [Flashcoders] RE: Images stay on memory forever?
> >
> >
> >>hi Dimitrios,
> >>
> >>re: Anyone got any idea?
> >>
> >>  We had problems last year with something similar, loading 6 layers of
> >> tiles in a 10 x 10 grid from the terraserver:
> >> http://www.davidmatthews.com/dad/07-03-05-maplicator.swf  press n
> >> slide/pan, double click n hold slide to zoom.
> >>
> >>
> >>  Turns out .jpg's decompress to over 3 times their size to render in
> the
> >> player.
> >>
> >>  The solution we used to get rid of the memory bloat is to use
> loadmovie
> >> into target clips, which throws the previous .jpg's out of the clip and
> >> player - replacing it with the new content.
> >>
> >>  For a greater number of loaded movies, when we change layers in the
> >> maplicator for example, we actually move to a blank frame in the target
> >> clip's timeline.
> >>
> >>  By moving to a frame where the target clips no longer exist we force
> the
> >> player to abandon the previously loaded .jpg's along with their holder
> >> clips which also frees memory because those targets and their content
> are
> >> no longer anywhere in the timeline or player.
> >>
> >>  Because the .jpg's are still in the browser cache (but not in the
> >> player), when the user zooms out and we move back to the empty target
> >> clips in their timeline, reloading those .jpg's is instantaneous, as
> they
> >> are not reoaded from the server.
> >>
> >>hth,
> >>Dave_Matthews
> >>
> >
> >
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> 
> 
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