On 11/9/06, Trevor Burton <[EMAIL PROTECTED]> wrote:
Thanks Ian,
What you've said is the principles we were working on here... the problem we
have is that if you're playing a game (which, in itself is fairly
processor-intensive) and you leave the game to return to the lobby - and
then play another game - when the second game is created the whole thing
behaves as if two games are playing - as if the old game was never destroyed
but is somehow playing 'in the background' - but listing objects when you're
back in the lobby shows there's nothing there. FP8 gives you the glorious
'script running slowly' alert but FP7 and FP9 continue to run, just more
slowly.
So what I thought *might* have been happening was that, despite a heroic
effort by one of my colleagues to hunt down and '=null' every reference in
every class he could find, because there was suddenly a huge amount of free
memory the GC was not triggered, so, when the player moves from lobby to
second game those objects are still in memory, and that - having the same
names as references was somehow 'resurrecting' them - some sort of
Frankenstein object reference! Arrrggghhh.
Seems unlikely, I know, but it's got us all foxed as to what's actually
going on here - and as it doesn't happen in FP7 or FP9 it's a little
confusing and GC in FP8 seemed like a likely culprit....
Any thoughts, ideas, suggestions (despite just throwing in the towel and
going freelance) ?
T
Well - how are you loading the games?
Are the games seperate .swf files?
Are you getting rid of them (whether they are seperate or not) with
removeMovieClip()? If not, how _are_ you getting rid of them?
I have a framework here where I constantly load in different modules
(.swfs) and 'play' them; then removeMovieClip and switch to another.
Never have any problems.
Ian
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