Hi Troy,

Thank you very much for your suggestion.  The PNG images that I was
loading were large (1200 x 900).  Using smaller images (400 x 300), I
can easily load 200+ images with no noticeable delay.  There is
clearly no point to load images that are higher resolution than will
be displayed, so I will have to find a happy tradeoff between
appearance and performance (as is often the case!).

Is it right to assume that since I am reusing a single loader over and
over that the strain on the memory comes from the array that holds the
Bitmap objects?

All the best,
James

--- In [email protected], "Troy Gilbert" <[EMAIL PROTECTED]>
wrote:
>
> > I find that the image loading + Bitmap generation takes about 0.1 to
> > 0.2 seconds per image for the first ~50 images (this is fine because
> > the animation frame rate is set to 0.5 seconds per image, so the
> > loader keeps up), but after image 60+ it can take 3-5+ seconds per
> > image, which becomes problematic!
> 
> It sounds as if you may be running into memory issues. How large are
> your images (dimensions)? After 60+ images you may be getting a delay
> as memory starts to swap to/from virtual memory to service the
> allocation of the bitmap data.
> 
> One way to work around this would be to ditch older images... of
> course, if the user wanted to loop or control the playback, this would
> be problematic, but depending on the UI scenario you may be able to
> rely on the browser's cache.
> 
> You could also potentially generate a FLV on the server based on the
> images the user requests. I know you can use ffmpeg (I think) to
> generate FLVs, perhaps you can also use it to generate a FLV based on
> an image sequence. You could then just stream the FLV to them, which
> would internally (and natively) handle on the memory issues more
> efficiently and gracefully).
> 
> Troy.
>


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