Thanks Alex for the follow-up. Your questions prompted me to dig into the memory load more and it looks like we had some bad memory issues. Specifically, when the user selects a bunch of photos, we load those images in using file.load() and then generate small thumbnails from the loaded data. The problem was we were keeping around the file references while the files were also being uploaded. The full file data (stored in the data property on FileReference) was no longer needed in the app after the thumbnail was generated but we were hanging onto it anyway. By calling file.data.clear() after generating each thumbnail we were able to free up that memory...which was a LOT of memory.
So, the short story is there DOES seem to be some funky business in Loader when Flash Player is under a lot of memory stress. On the flip side we've reduced the memory stress sufficiently to hopefully not run into the issue in the first place. To answer your questions anyway: The process memory was up around 1 GB before we starting running into trouble (with proper memory cleanup this is dramatically lower). This is on a 4 GB memory Windows Vista machine and I had quite a few other applications open (Flex Builder, Illustrator, etc.) I had loaded in 450 images with each being roughly 1.5 MB each as compressed JPGs and we were creating thumbnails at about 150x100 pixels each (~60k in BitmapData each or ~27MB for 450 thumbnails). Reports from other people show they were getting problems with less than 200 images but we haven't dug into the details of the size of their images, etc. In our test, all 450 thumbnails were still around which took up around 27 MB. And, because of improper memory cleanup, 450 full bitmaps loaded from the hard drive were still in memory also. Thanks for the help. Hopefully that will clear up our problems. Aaron On Mon, Feb 22, 2010 at 11:15 PM, Alex Harui <[email protected]> wrote: > > > How much process memory is the browser using when you run into trouble? > > How many images have you loaded? > > How many of those images are still around? > > > > On 2/22/10 4:48 PM, "Aaron Hardy" <[email protected]> wrote: > > > > > > > And yet another update. Sorry for the large number of emails. It looks > like the more and more I use the application and add stress to the Flash > Player the smaller the image must be in order to avoid the 0 dimensions > issue. In other words, if the Flash Player doesn't have much stress I can > load an image that's 24 million pixels just fine. As I add more stress and > then attempt to load the same image, I'll start to get 0 width and height, > but I'll be able to load a 14 million pixel image (4350x3263=14.1 million > pixels) just fine. If I continue adding stress to the Flash Player and I > continue to load the same 14 million pixel image I'll start to get 0 width > and height for that image, even if it's under the bitmap limits. At that > point I can load a 12 million pixel image fine. If I continue to use the > app and add stress, I'll soon not be not even be able to load the same 12 > million pixel image. This imaginary limit seems to get smaller and smaller > over time and has very little, if anything, to do with Flash's max bitmap > dimensions. > > Aaron > > On Mon, Feb 22, 2010 at 5:12 PM, Aaron Hardy <[email protected]> > wrote: > > I've gathered additional information. It appears that it's due to bitmaps > that are over the supported size (16,777,215 pixels). While the bitmaps > load in fine when the Flash Player isn't under much stress, the width/height > choke when there is stress. Again, it isn't consistent, but that seems to > be the issue. I read somewhere that when loading a bitmap in using Loader > that the maximum dimensions didn't apply, but that appears to not be the > case and from Adobe I've only heard that all bets are off with bitmaps over > 16,777,215 pixels. > > I'll update the thread if it turns out to be something different. > > Aaron > > > On Mon, Feb 22, 2010 at 4:28 PM, Aaron Hardy <[email protected]> > wrote: > > It's not any particular photo or set of photos. Sometimes we can run the > app and load the photos just fine then the next day we'll attempt to load > the same files and the width/height will return 0. It seems that once the > issue starts to occur that any time we try to upload any photo within that > session it continues reporting width/height of 0. There's not a very > reproducible pattern though it seems to occur more frequently when the Flash > Player is under heavy stress like when it's trying to load in many files at > the same time. It also seems to happen more frequently if we have two tabs > open with the same application loaded in both and we're attempting to load > the same images in both tabs (this may be related to the stress the Flash > Player is under rather than some sort of file locking issue). Again, it > doesn't always happen, just more frequently under those scenarios. We've > created a queue so only one photo is loading in at a time and we even threw > in the Grant Skinner hack of forcing garbage collection between each load to > see if that would help. That did actually decrease the frequency of the > issue quite a bit but not sufficiently. > > Since posting we've tweaked the code slightly to use the width/height > properties on the bitmapdata instead of the bitmap itself. I doubt it will > make any difference but at least it narrows it down a bit. > > Aaron > > > On Mon, Feb 22, 2010 at 1:05 PM, Alex Harui <[email protected]> wrote: > > > > > > > Is there a particular file that gives you trouble or wil it load > successfully at some other point? > > > > On 2/22/10 10:06 AM, "Aaron Hardy" <[email protected] < > http://[email protected]> > wrote: > > > > > > > Flexers, > > We have an app that allows a user to upload images. When the user selects > an image, we load the bitmap from the hard drive and create a thumbnail from > it. However, every once in a while the bitmap will return 0 for both width > and height which causes issues later on. That vast majority of the time the > width/height are returned correctly. > > Here's the basic code of the image loading--it's nothing special: > > ==================================== > > override public function execute():void > { > file.addEventListener(Event.COMPLETE, fileLoadedHandler); > file.addEventListener(IOErrorEvent.IO_ERROR, > fileLoadErrorHandler); > file.load(); > } > > /** > * The files bytes were loaded successfully. > */ > protected function fileLoadedHandler(event:Event):void > { > file.removeEventListener(Event.COMPLETE, fileLoadedHandler); > file.removeEventListener(IOErrorEvent.IO_ERROR, > fileLoadErrorHandler); > > var ba:ByteArray = file.data; > loader = new Loader(); > loader.contentLoaderInfo.addEventListener(Event.COMPLETE, > bitmapLoadedHandler); > loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, > bitmapLoadFailedHandler); > loader.loadBytes(ba); > } > > > /** > * The bitmap was successfully loaded from the file's bytes. > */ > protected function bitmapLoadedHandler(event:Event):void > { > loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, > bitmapLoadedHandler); > > loader.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, > bitmapLoadFailedHandler); > > try > { > var fullSizeBitmap:Bitmap = Bitmap(loader.content); > > if (fullSizeBitmap.width == 0 || fullSizeBitmap.height == > 0) > { > // There's a problem. > } > ... > > ==================================== > > Any idea why this would be the case? Is it a Flash Player bug? Any help > is much appreciated. > > Aaron > > > > > > -- > Alex Harui > Flex SDK Team > Adobe System, Inc. > http://blogs.adobe.com/aharui > >

