Hi Dave,
I had already replied you a few days ago, but I think the message went under
a "digest" title,
so you must have missed it.
So again, thanks!
I downloaded your example and played around with it.
I don't know for flash 4, but with flash 8 it was the fact that the images
were loaded and not attached that caused the memory to free.
So I experimented a lot and I now know that Flash will not free memory
of images that were attached via attachMovie, even if you removeMovieClip,
or you send its timeline it to an empty frame or pray all night long.
If anyone does not agree with this, please let me know what you know,
I've been working on this 12h/day for the past week, but this still
doesn't make sense to me, so I could probably be missing something.
Dave, thanks again!
Regards,
Dimitrios
----- Original Message -----
From: "dave matthews" <[EMAIL PROTECTED]>
To: <flashcoders@chattyfig.figleaf.com>
Sent: Sunday, September 03, 2006 8:04 PM
Subject: [Flashcoders] RE: Images stay on memory forever?
here ya go Dimitrios,
Posted a working example - Flash 4 .fla included - we do mobile.
http://www.davidmatthews.com/dad/mem_usage_example.zip ---watch the
word wrap in the URL---
Tested in player 9 and works correctly.
good luck,
Dave Matthews
------------------------------snip-------------------
Do you have an working example you can shared >maybe?
Thanks a million!
Dimitrios
----- Original Message -----
From: "dave matthews" <davidmatthews_com at hotmail.com>
To: <flashcoders at chattyfig.figleaf.com>
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
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