I have this same problem.  While looking for a solution I came across
using a double-buffering and blitting method for drawing objects
instead of using flex objects to reduce overhead.  You can read about
it here,
http://jessewarden.com/2005/11/blitting-double-buffering-for-tile-based-games-in-flash-flex-part-1-of-3.html

I haven't had a chance to implement this yet, but you can give that a
shot and see if it works for you.  If you do try it, please let us
know about your findings.

-Amitt

--- In [email protected], Guy Morton <[EMAIL PROTECTED]> wrote:
>
> We have an app which adds 50 or 60 dynamically created and animated  
> canvas-based objects to the display list as it runs. I've noticed when  
> running this under the profiler that even though these canvas-based  
> components are really simple (they have a draw function and a rotate  
> function in them and don't import any other classes) they each add  
> about 1 Mb to the overall memory consumed by the app.
> 
> I've also tried making the components UIComponent based instead of  
> using Canvas (as I believe it's a little more lightweight) but it  
> doesn't seem to make a huge difference.
> 
> Is there a better/more efficient way to dynamically create, draw,  
> rotate and animate a bunch of small objects in a flex app?
> 
> TIA
> 
> Guy
>


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