Re: [FlashCoders] AS3 TextFields with filters - game performance?
Hi jon, Unfortunately there is no way we can use non-embedded fonts. It's a game after all, with much attention paid on graphics, and we don't want to have it stuffed with Arial or Times New Roman text. :) Do you believe there will be a erforamce issue with embedded fonts? Do you have any real life example for a game you have developed or seen? Thanks, Dimitrios - Original Message - From: Jon Bradley [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Friday, September 14, 2007 3:09 PM Subject: Re: [FlashCoders] AS3 TextFields with filters - game performance? On Sep 13, 2007, at 9:52 AM, Dimitrios Bendilas wrote: My major concern is performance, because of the use of filters. By the way, I want to use the filters so that I won't have to make a new Raster Font Engine in Flash (I've already done one for AS2.0) First thought for performance considerations - don't use embedded fonts. That's a performance hit right there. Flash uses the native system rendering to get the curve information for non-embedded fonts, rather than rendering it itself - that comes with it's own set of problems of course. good luck. jon ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] AS3 TextFields with filters - game performance?
Hi James and Erik, I too was thinking that since a textfield will use cacheAsBitmap whenever filters are applied, there will be no performance issues. They won't change often, as James says. I think I'll go with it and there will be no problem. It just sounded too good to be true :) Thanks for your replies, Dimitrios - Original Message - From: James Marsden [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Friday, September 14, 2007 1:22 PM Subject: Re: [FlashCoders] AS3 TextFields with filters - game performance? you'll only get a performance hit if the textfields are updating frequently. As soon as you apply a filter, the image is converted to a bitmap anyhoo (I believe). If your fields rarely change, it shouldn't be an issue. J EECOLOR wrote: I do not know what the performance inpact is of TextFields with filters. If the performance it too great you could take a snapshot of the text using a BitmapData instance. Then draw that BitmapData to a Shape or Bitmap and apply the filters there. As I said, I dont know about the difference in performance, but you could try it :) ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[FlashCoders] AS3 TextFields with filters - game performance?
Hello, I was wondering if any of you have any feedback to share concerning the extensive use of textfields with filters in games made with Flash 9 and ActionScript 3. We are developing a desktop casual game, let's say of the scale of Diner Dash (http://www.playfirst.com/game/dinerdashfloonthego). I am building a new Game Framework in AS3, Flash 9 and I was thinking of using the native TextField objects for displaying text of all kind. I want to use textfields with embeded fonts and various styles like Glow and DropShadow at will. The game will have text displayed on game panels, score, animated score, game messages and everything a middle-scale game contains. My major concern is performance, because of the use of filters. By the way, I want to use the filters so that I won't have to make a new Raster Font Engine in Flash (I've already done one for AS2.0) Any insight would be great. Thanks, Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] AS3 Events, Delegates and passing parameters
Of course! I can't believe it was that simple. I guess I wasn't used subclassing native classes so much. Thanks a lot Muzak. Troy, thanks for your reply too, I think what Muzak said was what I was looking for. Best regards, Dimitrios - Original Message - From: Muzak [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Saturday, August 25, 2007 1:56 AM Subject: Re: [Flashcoders] AS3 Events, Delegates and passing parameters Create a custom class, extending Loader, that has an .id property. regards, Muzak - Original Message - From: Dimitrios Bendilas [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Friday, August 24, 2007 9:42 PM Subject: [Flashcoders] AS3 Events, Delegates and passing parameters Hello everyone, I am just starting working with AS3 after many years working with AS1 and AS2. I am trying to rebuild a Game/App development framework I had built in AS2 into AS3 and I want to make sure I get it right from scratch. All these years I had been working with Delegates and specifically a custom Delegate class I had writen which allowed the user to pass extra parameters. Now for my new framework, I want to use the new extended event model of AS3, with addEventListener and subclassed Event objects. The problem is that I cannot find a solution that does not uses a Delegate object. I know that in AS3 callbacks are now executed with the proper scope, so this does not require a delegate as before, but I still haven't figured out how to pass parameters. Specifically, I cannot do this in situations like the following: Thank you, Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] AS3 Dynamic class reference
Hello, I need to dynamically get a reference of a Class and I'm not able to do so. I think an example will illustrate my point better: package com.zefxis.solarwind2.animations { import fl.motion.easing.*; public class EaseFunctions { private var _easeClassName:String; private var _easeFuncName:String; private static var easeDependencies = [Back, Bounce, Elastic, Linear, Cubic, Quadratic, Circular, Exponential, Sine, Quintic, Quartic]; public function EaseFunctions() { } public function getEasingFunction(functionName:String):Function { var tmp:Array = functionName.split(.); this._easeClassName = tmp[0]; this._easeFuncName = tmp[1]; //trace(this._easeClassName, this._easeFuncName); var easeFunc:Function = fl.motion.easing[this._easeClassName][easeIn]; // return easeFunc; } } } What I want to do is pass a parameter like Cubic.easeIn so that EaseFunctions parses that into Cubic.easeIn. The code above produces a compile error: 1120: Access of undefined property fl.. Any clues? (it used to work in AS2) Thank you, Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] AS3 Events, Delegates and passing parameters
Hello everyone, I am just starting working with AS3 after many years working with AS1 and AS2. I am trying to rebuild a Game/App development framework I had built in AS2 into AS3 and I want to make sure I get it right from scratch. All these years I had been working with Delegates and specifically a custom Delegate class I had writen which allowed the user to pass extra parameters. Now for my new framework, I want to use the new extended event model of AS3, with addEventListener and subclassed Event objects. The problem is that I cannot find a solution that does not uses a Delegate object. I know that in AS3 callbacks are now executed with the proper scope, so this does not require a delegate as before, but I still haven't figured out how to pass parameters. Specifically, I cannot do this in situations like the following: (please note that a lot of things were deleted in this example, so that you don't have to read a longer text) package com.zefxis.solarwind2 { public class ImgLoader() { /* Various lines of code that initialize the class and load an external .xml file (images.xml), which triggers xmlLoaded when the loading is complete. images.xml contains information for every image that needs to be loaded */ private function xmlLoaded(e:Event):void { // parse xml data // for every image, get its id, the file path // and a bunch of other information which is not shown here // loop through each node and load the corresponding image var id:String; // = blah blah var path:String; // = blah blah loadImage(id, path); // end loop } private function loadImage(id:String, file:String):void { // 1st Option Solution using just a method reference. No parameters can be passed loader.contentLoaderInfo.addEventListener(Event.INIT, imageLoaded); /* 2nd option The only solution I know of that passes parameters, but it includes a Delegate object loader.contentLoaderInfo.addEventListener(Event.INIT, Delegate.create(imageLoaded, id)); */ loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler); loader.load(new URLRequest(file)); } private function imageLoaded(event:Event, id:String):void { var loader:Loader = LoaderInfo(event.target).loader; var bitmapData:BitmapData = Bitmap(loader.content).bitmapData; // Store the loaded bitmapData in an object // I need to have its id, so that I know which image I am storing, how to manipulate it (e.g. slice it) // and be able to use it later in my application by calling it with its id. bitmaps[id].bitmap = bitmapData; loadedImages++; if (loadedImages == totalImages) dispatchEvent(new Event(Event.COMPLETE)); } } } Well, that's it. I am puzzled. I tried to find help online but couldn't find anything useful. I am somehow convinced that I can achieve what I'm after without using a Delegate, (which is not the cleanest thing to do as I understand), and that the new Event model in AS3 provides all the tools I need. Am I right? Thank you, Dimitrios - Dimitrios Bendilas Game Designer/Lead Developer Total Eclipse Games www.totaleclipsegames.com Web Consultant ZEFXIS www.zefxis.gr ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Delegates and performance
Yeah, I know that Steven. Unofrtunately I'm still using the IDE for some complex sprite animations, eventhough I know I shouldn't. The IDE compile time really sucks. I hope I'll start using MTASC soon. Thanks, Dimitrios - Original Message - From: Steven Sacks | BLITZ [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, October 20, 2006 9:11 PM Subject: RE: [FlashCoders] Delegates and performance You should look into using MTASC via FLASC to compile your games. Since games are mostly code, you'll save yourself a ton of time by using MTASC. The difference in compile time is astounding. MTASC compiles in about one second when the IDE can take much longer. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Delegates and performance
Thanks for poitning that out Tony. I mostly do games with Flash and haven't used MTASC, so I didn't know it does not compile. Dimitrios - Original Message - From: Anthony Lee [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, October 20, 2006 9:08 AM Subject: Re: [FlashCoders] Delegates and performance By the way Dimitrios, Your Delegate Class wouldn't compile with MTASC. ...com/zefxis/utils/Delegate.as:18: characters 3-12 : type error Local variable redefinition : _func Tony ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[FlashCoders] Delegates and performance
Hello everyone, I had a really big issue recently, when I realized that the performance of a large-scale game I built in Flash dropping substantially after 1/2 hour of gameplay, to the point where the game became wy too slow to play. After exhausting tests I found out that this was caused by the extended use of Delegates with parameters (I always make sure I don't leave garbage sitting around when I destroy objects of all of my classes, so that was not the issue). Spending one week on this, I managed to spot the problem and find a solution, writing a new Delegate class that was taking care of cleaning up function objects. I thought this would interest quite a few people, so I wrote an article on this. You can read at www.zefxis.gr/article-delegates. You can also download the Delegate class I wrote and use it for you projects. I would appreciate any comments on this! Thanks, Dimtirios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Right-MouseClick
Hi Mike, Key.isDown(2) -- right mouse button Key.isDown(4) -- middle mouse button Setting wmode as transparent makes the context menu not show up in a browser. Dimitrios - Original Message - From: Meinte van't Kruis [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, September 22, 2006 5:32 PM Subject: Re: [Flashcoders] Right-MouseClick you cant suppress the context menu in flash, you can add items to it tho.Might be what you're looking for. -Meinte On 9/22/06, Michael Bedar [EMAIL PROTECTED] wrote: Is there a reliable way to detect a r-mouse click, and at the same time suppress the context menu? I could swear that there was a simple way to do it, but I amy be having a DIrector flashback..no pun intended. Thanks, Mike ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Right-MouseClick
Ok sorry, that's what happens on FireFox, at least the ver. 1.5.0.7 that I'm running here. So I guess it is a bug indeed. It's not the case on IE and Opera. Dimitrios - Original Message - From: slangeberg [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, September 22, 2006 6:05 PM Subject: Re: [Flashcoders] Right-MouseClick Setting wmode as transparent makes the context menu not show up in a browser. Are you sure about that? Sounds more like bug than feature! Scott On 9/22/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hi Mike, Key.isDown(2) -- right mouse button Key.isDown(4) -- middle mouse button Setting wmode as transparent makes the context menu not show up in a browser. Dimitrios - Original Message - From: Meinte van't Kruis [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, September 22, 2006 5:32 PM Subject: Re: [Flashcoders] Right-MouseClick you cant suppress the context menu in flash, you can add items to it tho.Might be what you're looking for. -Meinte On 9/22/06, Michael Bedar [EMAIL PROTECTED] wrote: Is there a reliable way to detect a r-mouse click, and at the same time suppress the context menu? I could swear that there was a simple way to do it, but I amy be having a DIrector flashback..no pun intended. Thanks, Mike ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- : : ) Scott ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Right-MouseClick
It doesn't show up for me. I forgot to mention I have Flash Player 9. Dimitrios - Original Message - From: JOR [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, September 22, 2006 6:50 PM Subject: Re: [Flashcoders] Right-MouseClick I'm using FireFox 1.5.0.7 and get the context menu on my site which uses wmode=transparent. James O'Reilly http://www.jamesor.com Dimitrios Bendilas wrote: Ok sorry, that's what happens on FireFox, at least the ver. 1.5.0.7 that I'm running here. So I guess it is a bug indeed. It's not the case on IE and Opera. Dimitrios - Original Message - From: slangeberg [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, September 22, 2006 6:05 PM Subject: Re: [Flashcoders] Right-MouseClick Setting wmode as transparent makes the context menu not show up in a browser. Are you sure about that? Sounds more like bug than feature! Scott On 9/22/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hi Mike, Key.isDown(2) -- right mouse button Key.isDown(4) -- middle mouse button Setting wmode as transparent makes the context menu not show up in a browser. Dimitrios - Original Message - From: Meinte van't Kruis [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, September 22, 2006 5:32 PM Subject: Re: [Flashcoders] Right-MouseClick you cant suppress the context menu in flash, you can add items to it tho.Might be what you're looking for. -Meinte On 9/22/06, Michael Bedar [EMAIL PROTECTED] wrote: Is there a reliable way to detect a r-mouse click, and at the same time suppress the context menu? I could swear that there was a simple way to do it, but I amy be having a DIrector flashback..no pun intended. Thanks, Mike ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- : : ) Scott ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] XRay _global tree
Hi John, Thank you for the link. It's a web-based interface as I saw. I didn't get it to work unfortunately, eventhough I allowed every connection I was asked for. I'll give it another try today. Thanks for checking the files I sent! Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, September 06, 2006 3:07 PM Subject: Re: [FlashCoders] XRay _global tree Try the latest interface: http://www.rockonflash.com/xray/flex/Xray.html I just got back to the desk, I'll do some tests with th efiles you posted, thanks! On 9/6/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hi John, I'm using connector 1.6.1 and the 1.2.5 interface. I just made a really simple example for you to test. It doesn't have any classes, so no _global.com, but I'm having the same issue with _level0, I can only take a snapshot of _level0. If I type _level0.squares (or select the movieclip squares from the _level0 tree) and then press the snapshot button, it doesn't work. You can download the files from http://www.zefxis.gr/files/xray.zip Thanks a lot! Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, September 06, 2006 7:10 AM Subject: Re: [FlashCoders] XRay _global tree Hey Dimitrios, I'd have to take a look at the why - I'm not sure why recursion isn't working for you or why you can start your search from _global.com let me know: 1. what version of the interface you're using (are you using the latest Flex version?) 2. what version of connector Is it possible to get a copy of your files for testing? I'll sign whatever NDA you've got Thanks, jpg On 9/5/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hello, I've just downloaded the latest version of Xray. Why can't I take a snapshot of _global.com for example? When I type _global.com and then press the snapshot button, it reverts to _level0. Same thing happens with everything else, like _global.com.zefxis.solarwind.applications.ActionManager. So, I can only take snapshots from _global or _level0, plus the recursive option doesn't always work. Any clues? Couldn't find anything at the blitz help page. Dimtrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- [ JPG ] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- [ JPG ] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] XRay _global tree
Hi John, I'm using connector 1.6.1 and the 1.2.5 interface. I just made a really simple example for you to test. It doesn't have any classes, so no _global.com, but I'm having the same issue with _level0, I can only take a snapshot of _level0. If I type _level0.squares (or select the movieclip squares from the _level0 tree) and then press the snapshot button, it doesn't work. You can download the files from http://www.zefxis.gr/files/xray.zip Thanks a lot! Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, September 06, 2006 7:10 AM Subject: Re: [FlashCoders] XRay _global tree Hey Dimitrios, I'd have to take a look at the why - I'm not sure why recursion isn't working for you or why you can start your search from _global.com let me know: 1. what version of the interface you're using (are you using the latest Flex version?) 2. what version of connector Is it possible to get a copy of your files for testing? I'll sign whatever NDA you've got Thanks, jpg On 9/5/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hello, I've just downloaded the latest version of Xray. Why can't I take a snapshot of _global.com for example? When I type _global.com and then press the snapshot button, it reverts to _level0. Same thing happens with everything else, like _global.com.zefxis.solarwind.applications.ActionManager. So, I can only take snapshots from _global or _level0, plus the recursive option doesn't always work. Any clues? Couldn't find anything at the blitz help page. Dimtrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- [ JPG ] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] RE: Images stay on memory forever?
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[FlashCoders] XRay _global tree
Hello, I've just downloaded the latest version of Xray. Why can't I take a snapshot of _global.com for example? When I type _global.com and then press the snapshot button, it reverts to _level0. Same thing happens with everything else, like _global.com.zefxis.solarwind.applications.ActionManager. So, I can only take snapshots from _global or _level0, plus the recursive option doesn't always work. Any clues? Couldn't find anything at the blitz help page. Dimtrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] RE: Images stay on memory forever?
Hi Dave, Thank you for your reply! I tried everything you described here. Unfortunately, I still got the same problem. I guess I'm not doing something right here... This is my code now: _root.attachMovie(p1, p1, 10); _root.attachMovie(p2, p2, 20); n = 1; btn.onRelease = function():Void { _root[p+n].gotoAndStop(2); // frame 2 is empty _root[p+n].removeMovieClip(); n++; } I even tried removing the movie clip on the next frame, after calling gotoAndStop(2). Still the same. Any thoughts? Dimitrios - Original Message - From: dave matthews [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Thursday, August 31, 2006 11:02 PM Subject: [Flashcoders] RE: Images stay on memory forever? hi Dimitrios, re: Anyone got any idea? We had problems last year with something similar, loading 6 layers of tiles in a 10 x 10 grid from the terraserver: http://www.davidmatthews.com/dad/07-03-05-maplicator.swf press n slide/pan, double click n hold slide to zoom. Turns out .jpg's decompress to over 3 times their size to render in the player. The solution we used to get rid of the memory bloat is to use loadmovie into target clips, which throws the previous .jpg's out of the clip and player - replacing it with the new content. For a greater number of loaded movies, when we change layers in the maplicator for example, we actually move to a blank frame in the target clip's timeline. By moving to a frame where the target clips no longer exist we force the player to abandon the previously loaded .jpg's along with their holder clips which also frees memory because those targets and their content are no longer anywhere in the timeline or player. Because the .jpg's are still in the browser cache (but not in the player), when the user zooms out and we move back to the empty target clips in their timeline, reloading those .jpg's is instantaneous, as they are not reoaded from the server. hth, Dave_Matthews p.s. Martin, is this true? - does the player really NOT render things placed way off stage? Im not sure if this is still the case in fp8 but i know that in previous versions i would also move a clip to -1,-1 to stop the renderer from including it. martin -- Message: 8 Date: Thu, 31 Aug 2006 18:53:31 +0200 From: Martin Wood [EMAIL PROTECTED] Subject: Re: [FlashCoders] Images stay on memory forever? To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=ISO-8859-7; format=flowed Sounds perfectly normal to me, making something invisble in flash doesnt mean it will unload the content from memory, in fact it doesnt necessarily mean it wont get rendered. Im not sure if this is still the case in fp8 but i know that in previous versions i would also move a clip to -1,-1 to stop the renderer from including it. martin Dimitrios Bendilas wrote: Sorry for posting again, Anyone got any idea? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] RE: Images stay on memory forever?
Hello Dave, Thanks for helping out with this, man. Originally my code was: n = 1; btn.onRelease = function():Void { _root[p+n].gotoAndStop(2); _root[p+n].removeMovieClip(); n++; } No dynamically attached symbols. Didn't work... Can you please download the .FLA and run a little test for yourself if it's not much trouble? It's at http://www.zefxis.gr/files/ImageIssue.fla I'm not sure if I understand correctly what you are saying here. The first frame of the movieclips has to be blank, their content must start from frame let's say 2, and before removing them moving their timeline to frame 1, which is blank? Is that it? I tried this and still doesn't work. Do you have an working example you can shared maybe? Thanks a million! Dimitrios - Original Message - From: dave matthews [EMAIL PROTECTED] To: flashcoders@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 -- Message: 8 Date: Fri, 1 Sep 2006 11:25:13 +0300 From: Dimitrios Bendilas [EMAIL PROTECTED] Subject: Re: [Flashcoders] RE: Images stay on memory forever? To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; format=flowed; charset=iso-8859-7; reply-type=response Hi Dave, Thank you for your reply! I tried everything you described here. Unfortunately, I still got the same problem. I guess I'm not doing something right here... This is my code now: _root.attachMovie(p1, p1, 10); _root.attachMovie(p2, p2, 20); n = 1; btn.onRelease = function():Void { _root[p+n].gotoAndStop(2); // frame 2 is empty _root[p+n].removeMovieClip(); n++; } I even tried removing the movie clip on the next frame, after calling gotoAndStop(2). Still the same. Any thoughts? Dimitrios - Original Message - From: dave matthews [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Thursday, August 31, 2006 11:02 PM Subject: [Flashcoders] RE: Images stay on memory forever? hi Dimitrios, re: Anyone got any idea? We had problems last year with something similar, loading 6 layers of tiles in a 10 x 10 grid from the terraserver: http://www.davidmatthews.com/dad/07-03-05-maplicator.swf press n slide/pan, double click n hold slide to zoom. Turns out .jpg's decompress to over 3 times their size to render in the player. The solution we used to get rid of the memory bloat is to use loadmovie into target clips, which throws the previous .jpg's out of the clip and player - replacing it with the new content. For a greater number of loaded movies, when we change layers in the maplicator for example, we actually move to a blank frame in the target clip's timeline. By moving to a frame where the target clips no longer exist we force the player to abandon the previously loaded .jpg's along with their holder clips which also frees memory because those targets and their content are no longer anywhere in the timeline or player. Because the .jpg's are still in the browser cache (but not in the player), when the user zooms out and we move back to the empty target clips in their timeline, reloading those .jpg's is instantaneous, as they are not reoaded from the server. hth, Dave_Matthews ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] RE: Images stay on memory forever?
You cannot delete a movieclip, just a reference to it. e.g. var mc = _root.ball; delete mc; the movieclip stays put and you just don't have an mc variable anymore. Dimitrios - Original Message - From: Toby [EMAIL PROTECTED] To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com Sent: Friday, September 01, 2006 5:55 PM Subject: RE: [Flashcoders] RE: Images stay on memory forever? Here's a nbie suggestion, but can you not use 'delete'? -Original Message- From: [EMAIL PROTECTED] [mailto:flashcoders- [EMAIL PROTECTED] On Behalf Of Dimitrios Bendilas Sent: 01 September 2006 14:53 To: Flashcoders mailing list Subject: Re: [Flashcoders] RE: Images stay on memory forever? Hello Dave, Thanks for helping out with this, man. Originally my code was: n = 1; btn.onRelease = function():Void { _root[p+n].gotoAndStop(2); _root[p+n].removeMovieClip(); n++; } No dynamically attached symbols. Didn't work... Can you please download the .FLA and run a little test for yourself if it's not much trouble? It's at http://www.zefxis.gr/files/ImageIssue.fla I'm not sure if I understand correctly what you are saying here. The first frame of the movieclips has to be blank, their content must start from frame let's say 2, and before removing them moving their timeline to frame 1, which is blank? Is that it? I tried this and still doesn't work. Do you have an working example you can shared maybe? Thanks a million! Dimitrios - Original Message - From: dave matthews [EMAIL PROTECTED] To: flashcoders@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 -- Message: 8 Date: Fri, 1 Sep 2006 11:25:13 +0300 From: Dimitrios Bendilas [EMAIL PROTECTED] Subject: Re: [Flashcoders] RE: Images stay on memory forever? To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; format=flowed; charset=iso-8859-7; reply-type=response Hi Dave, Thank you for your reply! I tried everything you described here. Unfortunately, I still got the same problem. I guess I'm not doing something right here... This is my code now: _root.attachMovie(p1, p1, 10); _root.attachMovie(p2, p2, 20); n = 1; btn.onRelease = function():Void { _root[p+n].gotoAndStop(2); // frame 2 is empty _root[p+n].removeMovieClip(); n++; } I even tried removing the movie clip on the next frame, after calling gotoAndStop(2). Still the same. Any thoughts? Dimitrios - Original Message - From: dave matthews [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Thursday, August 31, 2006 11:02 PM Subject: [Flashcoders] RE: Images stay on memory forever? hi Dimitrios, re: Anyone got any idea? We had problems last year with something similar, loading 6 layers of tiles in a 10 x 10 grid from the terraserver: http://www.davidmatthews.com/dad/07-03-05-maplicator.swf press n slide/pan, double click n hold slide to zoom. Turns out .jpg's decompress to over 3 times their size to render in the player. The solution we used to get rid of the memory bloat is to use loadmovie into target clips, which throws the previous .jpg's out of the clip and player - replacing it with the new content. For a greater number of loaded movies, when we change layers in the maplicator for example, we actually move to a blank frame in the target clip's timeline. By moving to a frame where the target clips no longer exist we force the player to abandon the previously loaded .jpg's along with their holder clips which also frees memory because those targets and their content are no longer anywhere in the timeline or player. Because the .jpg's are still in the browser cache (but not in the player), when the user zooms out and we move back to the empty target clips in their timeline, reloading those .jpg's is instantaneous, as they are not reoaded from the server. hth, Dave_Matthews
Re: [Flashcoders] RE: Flashcoders Digest, Vol 20, Issue 2
Hey Dave, Downloading now. Thanks! Will check and get back to you. Best regards, Dimitrios - Original Message - From: dave matthews [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Friday, September 01, 2006 8:51 PM Subject: [Flashcoders] RE: Flashcoders Digest, Vol 20, Issue 2 no prob 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 [EMAIL PROTECTED] To: flashcoders@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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[FlashCoders] Images stay on memory forever?
Hello, While doind some tests, I ran into something that seems a bit weird to me. On stage I have two movieclips, p1 and p2 and a button, btn. Each movieclip has a big bitmap (800x600px). The following code is on frame 1. These are the only things in my app. - var n:Number = 0; p1._visible = false; p2._visible = false; btn.onRelease = function():Void { _root[p+n]._visible = false; n++; _root[p+n]._visible = true; } - So when you press the button the first movieclip appears. When you press it again, it hides the first movieclip (p1) and shows the second one (p2). I run the program and watch the memory on the Task Manager: Program executes: 8MB Btn pressed once: 10MB Btn pressed twice: 12MB and it stays there And yes, if I only show p2 it goes to 10MB as well, so 12MB is the sum of the two clip's size on memory. So, I show p1, then hide it, but it doesn't get removed from memory. Is that how it should behave? Even if I removeMovieClip() the clip I'm hiding, the memory still doesn't go down. It's Flash 8 and the movieclips are not bitmap cached. Any thoughts? Thanks, Dimitrios Bendilas ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Images stay on memory forever?
Sorry for posting again, Anyone got any idea? You can download an example from: http://www.zefxis.gr/files/ImageIssue.zip This is actually very urgent and I haven't been able to find anything so far. So if someone has a clue, I'd really appreciate it. At least can anyone give it a try and tell me I'm not crazy? Thanks! Dimitrios - Original Message - From: Dimitrios Bendilas [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Thursday, August 31, 2006 12:26 PM Subject: [FlashCoders] Images stay on memory forever? Hello, While doind some tests, I ran into something that seems a bit weird to me. On stage I have two movieclips, p1 and p2 and a button, btn. Each movieclip has a big bitmap (800x600px). The following code is on frame 1. These are the only things in my app. - var n:Number = 0; p1._visible = false; p2._visible = false; btn.onRelease = function():Void { _root[p+n]._visible = false; n++; _root[p+n]._visible = true; } - So when you press the button the first movieclip appears. When you press it again, it hides the first movieclip (p1) and shows the second one (p2). I run the program and watch the memory on the Task Manager: Program executes: 8MB Btn pressed once: 10MB Btn pressed twice: 12MB and it stays there And yes, if I only show p2 it goes to 10MB as well, so 12MB is the sum of the two clip's size on memory. So, I show p1, then hide it, but it doesn't get removed from memory. Is that how it should behave? Even if I removeMovieClip() the clip I'm hiding, the memory still doesn't go down. It's Flash 8 and the movieclips are not bitmap cached. Any thoughts? Thanks, Dimitrios Bendilas ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Images stay on memory forever?
Hi Martin, Ok, but the memory doesn't even free if I remove the movie clip with .removeMovieClip() And I tried moving it out of the stage as well... Dimitrios - Original Message - From: Martin Wood [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, August 31, 2006 7:53 PM Subject: Re: [FlashCoders] Images stay on memory forever? Sounds perfectly normal to me, making something invisble in flash doesnt mean it will unload the content from memory, in fact it doesnt necessarily mean it wont get rendered. Im not sure if this is still the case in fp8 but i know that in previous versions i would also move a clip to -1,-1 to stop the renderer from including it. martin Dimitrios Bendilas wrote: Sorry for posting again, Anyone got any idea? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Images stay on memory forever?
Hi Steven, Thanks for the information. I've read this great article before, I'll read it once more to refresh my memory. My mistake, I forgot to mention that I have the same issue even if I remove the movieclip with removeMovieClip(), or move it to negative coords, outside the visible stage area. Does this still make sense? Well, not to me! Dimitrios - Original Message - From: Steven Sacks | BLITZ [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, August 31, 2006 8:32 PM Subject: RE: [FlashCoders] Images stay on memory forever? Setting a movieclip to invisible doesn't free up memory, nor does it reduce processing power that anything in that clip is doing. The only thing it frees up is drawing power, which can help in some cases. The Flash garbage collector is not as good as it could be and we currently don't have any hooks into it. It's very easy for memory waste (as opposed to a leak) to occur when one isn't sure how it happens. Here is a great article on Scope Chain and Memory Waste. Recommended reading for anyone interested in memory management in Flash. http://timotheegroleau.com/Flash/articles/scope_chain.htm That being said, back in the Director days clients used to freak out because Director used 99% of the CPU. What they didn't understand was that it would readily give up any of its processing power when anything else needed it, but as long as it was running, it used as much available CPU as it could to ensure it ran as smoothly as possible. If your client is giving you a hard time over a few thousand k of memory usage, your project is going too well. Slow it down and miss some milestones. Give them something important to pester you about. ;) HTH! ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Images stay on memory forever?
Of course I'm swapping depths before I remove it. I see it removed, but the memory doesn't free Dimitrios - Original Message - From: Steven Sacks | BLITZ [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, August 31, 2006 9:09 PM Subject: RE: [FlashCoders] Images stay on memory forever? That is correct. If you want to remove a movieclip that you did not attach using attachMovie (one that is manually there on a layer in the timeline at compile) then you have to first swapDepths() it and then you can removeMovieClip it. BLITZ | Steven Sacks - 310-551-0200 x209 -Original Message- From: [EMAIL PROTECTED] [mailto:flashcoders- [EMAIL PROTECTED] On Behalf Of eric dolecki Sent: Thursday, August 31, 2006 10:52 AM To: Flashcoders mailing list Subject: Re: [FlashCoders] Images stay on memory forever? to remove a movieclip, you need to create or attach it first. if you're using the IDE to place the mcs, you can't use removeMovieClip(). if a mc is not on stage, is invisible, it will still be rendered by the player. Thats the way it works, whether it makes sense to you or not. On 8/31/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hi Steven, Thanks for the information. I've read this great article before, I'll read it once more to refresh my memory. My mistake, I forgot to mention that I have the same issue even if I remove the movieclip with removeMovieClip(), or move it to negative coords, outside the visible stage area. Does this still make sense? Well, not to me! Dimitrios - Original Message - From: Steven Sacks | BLITZ [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, August 31, 2006 8:32 PM Subject: RE: [FlashCoders] Images stay on memory forever? Setting a movieclip to invisible doesn't free up memory, nor does it reduce processing power that anything in that clip is doing. The only thing it frees up is drawing power, which can help in some cases. The Flash garbage collector is not as good as it could be and we currently don't have any hooks into it. It's very easy for memory waste (as opposed to a leak) to occur when one isn't sure how it happens. Here is a great article on Scope Chain and Memory Waste. Recommended reading for anyone interested in memory management in Flash. http://timotheegroleau.com/Flash/articles/scope_chain.htm That being said, back in the Director days clients used to freak out because Director used 99% of the CPU. What they didn't understand was that it would readily give up any of its processing power when anything else needed it, but as long as it was running, it used as much available CPU as it could to ensure it ran as smoothly as possible. If your client is giving you a hard time over a few thousand k of memory usage, your project is going too well. Slow it down and miss some milestones. Give them something important to pester you about. ;) HTH! ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Images stay on memory forever?
This is the only code I've got: n = 1; btn.onRelease = function():Void { _root[p+n].swapDepths(1); _root[p+n].removeMovieClip(); n++; } I left it open for 15 minutes. Doesn't free memory... Tested with Xray too. Nothing is left on stage except for the button. Dimitiros - Original Message - From: eric dolecki [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, August 31, 2006 9:28 PM Subject: Re: [FlashCoders] Images stay on memory forever? remove all references to the mc in code see what happens. might not be immediate. could take a few minutes. On 8/31/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Of course I'm swapping depths before I remove it. I see it removed, but the memory doesn't free Dimitrios - Original Message - From: Steven Sacks | BLITZ [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, August 31, 2006 9:09 PM Subject: RE: [FlashCoders] Images stay on memory forever? That is correct. If you want to remove a movieclip that you did not attach using attachMovie (one that is manually there on a layer in the timeline at compile) then you have to first swapDepths() it and then you can removeMovieClip it. BLITZ | Steven Sacks - 310-551-0200 x209 -Original Message- From: [EMAIL PROTECTED] [mailto:flashcoders- [EMAIL PROTECTED] On Behalf Of eric dolecki Sent: Thursday, August 31, 2006 10:52 AM To: Flashcoders mailing list Subject: Re: [FlashCoders] Images stay on memory forever? to remove a movieclip, you need to create or attach it first. if you're using the IDE to place the mcs, you can't use removeMovieClip(). if a mc is not on stage, is invisible, it will still be rendered by the player. Thats the way it works, whether it makes sense to you or not. On 8/31/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hi Steven, Thanks for the information. I've read this great article before, I'll read it once more to refresh my memory. My mistake, I forgot to mention that I have the same issue even if I remove the movieclip with removeMovieClip(), or move it to negative coords, outside the visible stage area. Does this still make sense? Well, not to me! Dimitrios - Original Message - From: Steven Sacks | BLITZ [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, August 31, 2006 8:32 PM Subject: RE: [FlashCoders] Images stay on memory forever? Setting a movieclip to invisible doesn't free up memory, nor does it reduce processing power that anything in that clip is doing. The only thing it frees up is drawing power, which can help in some cases. The Flash garbage collector is not as good as it could be and we currently don't have any hooks into it. It's very easy for memory waste (as opposed to a leak) to occur when one isn't sure how it happens. Here is a great article on Scope Chain and Memory Waste. Recommended reading for anyone interested in memory management in Flash. http://timotheegroleau.com/Flash/articles/scope_chain.htm That being said, back in the Director days clients used to freak out because Director used 99% of the CPU. What they didn't understand was that it would readily give up any of its processing power when anything else needed it, but as long as it was running, it used as much available CPU as it could to ensure it ran as smoothly as possible. If your client is giving you a hard time over a few thousand k of memory usage, your project is going too well. Slow it down and miss some milestones. Give them something important to pester you about. ;) HTH! ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [FlashCoders] Local storage warning
Ok, I found a solution for my problem and I thought I should share it with you, in case someone runs into something similar in the future. These are my findings: 1. Zinc seems to need a few Kbs in the local storage by default. Even if you create the simplest app with 1 line of code, e.g. mdm.Dialogs.prompt(test); or even only mdminit(), Zinc will have to access local storage. Fortunately, it needs less than 10K of local storage, which seems to be the size the flash player allows by default. So, if you have a Zinc application that doesn't save files on the local drive, the 10K limit is enough for you and the Local Storage Dialogs does not popup. 2. The problem comes when the application needs to save more than 10K per session. This means that if you need to save a file larger than 10K the dialog will come up. Of course, there is no way to by-pass this thing if you really need to save more than 10K, since it's a native flash player thing. The only solution would actually be a workaround. 3. Zinc does not only save stuff to the hard drive when saving a file or a folder, e.g. with mdm.FileSystem.saveFile() but also when DECRYPTING a file or a string. In my case, that's what was happening. My application didn't save files larger than 10K, and those that it did save (3K, 2K, 8K etc) didn't cause any issue. But, the application descrypted several files, one of which was larger than 10K (it was 50K). All others didn't cause any issues, but this one was big and Zinc apparently needed disk space to decrypt it, so it actually tried to save data on the hard drive, which was more than 10Kb and this caused the Local Storage dialog to come up, asking for permission to save up to 100K to the local storage. 4. The solution that applied in my case was to divide that file into smaller ones, each one less being than 10K. Kind regards, Dimitrios - Original Message - From: Dimitrios Bendilas [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, August 25, 2006 1:00 AM Subject: Re: [FlashCoders] Local storage warning Thanks eric, Yes, they only see it for the first time. As this is a downloadable app, it's not about a specific domain but rather Local. The thing is in my case I don't deal with SharedObject at all. I don't use SharedObjects in the whole project. The issue arises because the app is trying to write to the hard drive, using Zinc's mdm.FileSystem.saveFile() method. The result is the same of course - the Settings window appears. Nevertheless I've read again about SharedObject. I don't think there is a way to stop this window from popping up, flash player is too strict about security to allow me do this. Right? If anyone has a solution or workaround it'll be great! Dimitrios - Original Message - From: eric dolecki [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, August 25, 2006 12:43 AM Subject: Re: [FlashCoders] Local storage warning You should read the documentation for localSharedObject - you'll find many interesting things. You'll be able to see what the viewer's setting currently is, etc. A user may get that dialog the 1st time data is saved for the domain - and then won't be seen again. I think that is the point of your initial post, right? I can't remember if comes up as a default the 1st time or not, but I think it does just for security reasons. -e.d. On 8/24/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hi Mike, What do you mean I can query their setting? Thanks, Dimitrios - Original Message - From: Michael Bedar [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, August 25, 2006 12:12 AM Subject: Re: [FlashCoders] Local storage warning you can store up to i think 100k without popping a warning on the default config.. more than that you have to ask permission.. you can query their setting to make it a little more user friendly. mike On Aug 24, 2006, at 4:24 PM, Dimitrios Bendilas wrote: Hello, I have this very very urgent issue! Users of an application I made with Flash 8 Zinc get this warning screen: http://www.zefxis.gr/files/warning.jpg when they first run the executable. I know this is because my app saves some files on the hard drive. The question is, is there any way to prevent this window from popping up? The publisher of the application asked me to see if I can do anything about this. So, can I? Thanks a lot! Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Local storage warning
Hello Mike, Thanks for the info. It's not very likely that I'll be able to use this workaround, but it's goot to know anyway. :) Thanks again, Dimitrios - Original Message - From: Mike Cobb [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, August 25, 2006 11:44 AM Subject: Re: [FlashCoders] Local storage warning - I had a similar problem with the camera security dialog box and Zinc. My app was actually a kiosk, and my workaround was quite long winded - but it might give you some ideas. First I should mention that checking the 'remember my settings' box in the security dialog never worked for me (apparently it's a bug in Zinc), so this is what I had to do: On starting my Zinc application, I launched a macro program (Macro Express - http://www.macros.com/) to move the cursor and 'click' the Allow button. This worked great for a kiosk with an automated startup procedure. I don't know if this will be of any help, but I thought I'd post it anyway. Mike Dimitrios Bendilas wrote: Hello, I have this very very urgent issue! Users of an application I made with Flash 8 Zinc get this warning screen: http://www.zefxis.gr/files/warning.jpg when they first run the executable. I know this is because my app saves some files on the hard drive. The question is, is there any way to prevent this window from popping up? The publisher of the application asked me to see if I can do anything about this. So, can I? Thanks a lot! Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- - Mike Cobb Creative Director HMC Interactive - Tel: + 44 (0)845 20 11 462 Mob: + 44 (0)785 52 54 743 Web: http://www.hmcinteractive.co.uk - Grosvenor House, Belgrave Lane, Plymouth, PL4 7DA, UK. - I've got a new e-mail address: [EMAIL PROTECTED] Please update your address book. Thanks. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Local storage warning
Hi Mike, What do you mean I can query their setting? Thanks, Dimitrios - Original Message - From: Michael Bedar [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, August 25, 2006 12:12 AM Subject: Re: [FlashCoders] Local storage warning you can store up to i think 100k without popping a warning on the default config.. more than that you have to ask permission.. you can query their setting to make it a little more user friendly. mike On Aug 24, 2006, at 4:24 PM, Dimitrios Bendilas wrote: Hello, I have this very very urgent issue! Users of an application I made with Flash 8 Zinc get this warning screen: http://www.zefxis.gr/files/warning.jpg when they first run the executable. I know this is because my app saves some files on the hard drive. The question is, is there any way to prevent this window from popping up? The publisher of the application asked me to see if I can do anything about this. So, can I? Thanks a lot! Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[FlashCoders] Local storage warning
Hello, I have this very very urgent issue! Users of an application I made with Flash 8 Zinc get this warning screen: http://www.zefxis.gr/files/warning.jpg when they first run the executable. I know this is because my app saves some files on the hard drive. The question is, is there any way to prevent this window from popping up? The publisher of the application asked me to see if I can do anything about this. So, can I? Thanks a lot! Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Local storage warning
Thanks eric, Yes, they only see it for the first time. As this is a downloadable app, it's not about a specific domain but rather Local. The thing is in my case I don't deal with SharedObject at all. I don't use SharedObjects in the whole project. The issue arises because the app is trying to write to the hard drive, using Zinc's mdm.FileSystem.saveFile() method. The result is the same of course - the Settings window appears. Nevertheless I've read again about SharedObject. I don't think there is a way to stop this window from popping up, flash player is too strict about security to allow me do this. Right? If anyone has a solution or workaround it'll be great! Dimitrios - Original Message - From: eric dolecki [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, August 25, 2006 12:43 AM Subject: Re: [FlashCoders] Local storage warning You should read the documentation for localSharedObject - you'll find many interesting things. You'll be able to see what the viewer's setting currently is, etc. A user may get that dialog the 1st time data is saved for the domain - and then won't be seen again. I think that is the point of your initial post, right? I can't remember if comes up as a default the 1st time or not, but I think it does just for security reasons. -e.d. On 8/24/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hi Mike, What do you mean I can query their setting? Thanks, Dimitrios - Original Message - From: Michael Bedar [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, August 25, 2006 12:12 AM Subject: Re: [FlashCoders] Local storage warning you can store up to i think 100k without popping a warning on the default config.. more than that you have to ask permission.. you can query their setting to make it a little more user friendly. mike On Aug 24, 2006, at 4:24 PM, Dimitrios Bendilas wrote: Hello, I have this very very urgent issue! Users of an application I made with Flash 8 Zinc get this warning screen: http://www.zefxis.gr/files/warning.jpg when they first run the executable. I know this is because my app saves some files on the hard drive. The question is, is there any way to prevent this window from popping up? The publisher of the application asked me to see if I can do anything about this. So, can I? Thanks a lot! Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[FlashCoders] Flash Player Settings
Hello, I have a downloadable game made with Flash + Zinc. Some users told me that when they first run the game the Macromedia Flash player settings panel appears on the screen, asking them permission to store information on local storage. The thing is that I do not use SharedObjects on this project. So it really beats me why this is happening. When does this panel appear? I thought it was only with SharedObjects. How can I make sure it doens't appear? Thanks, Dimitrios Dimitrios Bendilas Game Designer/Lead Developer Total Eclipse Games www.totaleclipsegames.com Bounty - Special Edition www.bountythegame.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[FlashCoders] Memory builds up
Hello, I have a few very simple lines of code on _root, frame 1 (it's the only frame in the main timeline): -- var ballID:Number = 0; _root.onEnterFrame = createBall; function createBall():Void { var mc:MovieClip = _root.attachMovie(ball, ball + ballID, 100 + ballID++); mc._x = random(550); mc._y = random(400); } -- ball is the linkage ID of a simple vector circle in the library. The ball movieclip has 10 frames (with only 1 keyframe on frame 1) and at the last frame it says this.removeMovieClip(); I run the swf and it soon builds up memory, from 6.8M to 10M. It will probably go up more if I leave it open. Why?? The balls are created and destroyed just fine on the screen. What is happening and the memory builds up? This is a test regarding a big optimization attempt for a big game project I'm finishing up, where the game slows down significantly after 30min of play. I started with the very basics and I see that even in this simple example there is problem with the memory. Am I missing something here? Thanks a lot, Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Memory builds up
Hm, You are right. Well, it went up from 6.8 to 10 to me as I said but it doesn't go further up. And it decreases from time to time. Ok thanks guys, I feel much better now. I was like what the heck?! Thanks :) Dimitrios - Original Message - From: Bernard Visscher [EMAIL PROTECTED] To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com Sent: Thursday, July 20, 2006 12:42 PM Subject: RE: [FlashCoders] Memory builds up I tried your example, but i see no alarming memory build up. I can confirm this, no speedy memory increase, only 500kb in about 5 min. Bernard On 7/20/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hello, I have a few very simple lines of code on _root, frame 1 (it's the only frame in the main timeline): -- var ballID:Number = 0; _root.onEnterFrame = createBall; function createBall():Void { var mc:MovieClip = _root.attachMovie(ball, ball + ballID, 100 + ballID++); mc._x = random(550); mc._y = random(400); } -- ball is the linkage ID of a simple vector circle in the library. The ball movieclip has 10 frames (with only 1 keyframe on frame 1) and at the last frame it says this.removeMovieClip(); I run the swf and it soon builds up memory, from 6.8M to 10M. It will probably go up more if I leave it open. Why?? The balls are created and destroyed just fine on the screen. What is happening and the memory builds up? This is a test regarding a big optimization attempt for a big game project I'm finishing up, where the game slows down significantly after 30min of play. I started with the very basics and I see that even in this simple example there is problem with the memory. Am I missing something here? Thanks a lot, Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Flash player NSIS installation
Hello John, Thanks for your reply. NSIS is the NullSoft installer. This is for web distribution. I just needed a way to detect if the user has the latest Flash Player installed and if not he would be taken to the adobe site to download. I just didn't have a clue about how NSIS works and I thought someone here may have used it for the same purpose I have. I'll probably find a programmer experienced in NSIS to help me. Searching for NSIS forums again. Thanks Dimitrios - Original Message - From: John Dowdell [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Monday, June 05, 2006 9:41 PM Subject: Re: [FlashCoders] Flash player NSIS installation Dimitrios Bendilas wrote: I need to create an installer for flash player 8. Is there a tutorial or a full script for this? It has to be NSIS installer. Your note doesn't say what NSIS means (and I'm not up to a web search at the moment), but I do know the following: (a) for web distribution, use the Adobe site... no multiple points on the WWW (b) for non-web distribution, like intranets or CDs, then you need the free license for distribution anyway (so we have a list of legit requests), and this includes mass installation utilities. jd -- John Dowdell . Adobe Developer Support . San Francisco CA USA Weblog: http://weblogs.macromedia.com/jd Aggregator: http://weblogs.macromedia.com/mxna Technotes: http://www.macromedia.com/support/ Spam killed my private email -- public record is best, thanks. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Flash player NSIS installation
Mark, This was helpfull, thanks! Dimitrios - Original Message - From: Mark Lapasa [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, June 08, 2006 4:30 PM Subject: RE: [FlashCoders] Flash player NSIS installation Hi Dimitrios, I have experience with NSIS and Flash in the past. The greatest asset at your disposal is reading the NSIS docs to wrap your head around a language that is far from AS2. To me, it looked/felt like VB or Assembly. The other great asset is the Nullsoft forums which chances are someone else has probably asked the same question and there already is an answer. Here is an excerpt of a bigger script where upon start up, it will check if they have the player installed when they try to install the desktop app Function .onInit Push $R0 ClearErrors ReadRegStr $R0 HKCR CLSID\{D27CDB6E-AE6D-11cf-96B8-44455354} IfErrors flash_NOT_installed ; Skip to 'flash_installed' label Goto flash_installed flash_NOT_installed: ; Prompt User To Install Flash Plugin MessageBox MB_ICONINFORMATION|MB_OK This program requires the Adobe Flash Player. Before using $(^Name), please download and install the latest version at http://www.adobe.com; flash_installed: FunctionEnd Good luck! -mL knowledge.lapasa.net -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Dimitrios Bendilas Sent: Thursday, June 08, 2006 5:59 AM To: Flashcoders mailing list Subject: Re: [FlashCoders] Flash player NSIS installation Hello John, Thanks for your reply. NSIS is the NullSoft installer. This is for web distribution. I just needed a way to detect if the user has the latest Flash Player installed and if not he would be taken to the adobe site to download. I just didn't have a clue about how NSIS works and I thought someone here may have used it for the same purpose I have. I'll probably find a programmer experienced in NSIS to help me. Searching for NSIS forums again. Thanks Dimitrios - Original Message - From: John Dowdell [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Monday, June 05, 2006 9:41 PM Subject: Re: [FlashCoders] Flash player NSIS installation Dimitrios Bendilas wrote: I need to create an installer for flash player 8. Is there a tutorial or a full script for this? It has to be NSIS installer. Your note doesn't say what NSIS means (and I'm not up to a web search at the moment), but I do know the following: (a) for web distribution, use the Adobe site... no multiple points on the WWW (b) for non-web distribution, like intranets or CDs, then you need the free license for distribution anyway (so we have a list of legit requests), and this includes mass installation utilities. jd -- John Dowdell . Adobe Developer Support . San Francisco CA USA Weblog: http://weblogs.macromedia.com/jd Aggregator: http://weblogs.macromedia.com/mxna Technotes: http://www.macromedia.com/support/ Spam killed my private email -- public record is best, thanks. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[FlashCoders] Flash player NSIS installation
Hello all, I need to create an installer for flash player 8. Is there a tutorial or a full script for this? It has to be NSIS installer. Unfortunately I have no experience with NSIS or installers in general and I am lost. Thanks! Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[FlashCoders] Tricky(?) Flash Version detection
Hello all, This is probably very Zinc specific, but I'll give it a try, in case someone can suggest something useful. If it's too off-topic, my apologies in advance. I have an application made with Zinc, with the .exe not having the Flash OCX included. So, in order for it to work, it has to rely on the installed Flash player on the user's computer (ActiveX, installation by Internet Explorer). The question is how I can detect the Flash Player version the user has installed, if any. You see, the application needs Flash 8 in order to run, so if the user has an older version or no flash at all, I would like to take him to the macromedia website to download. It seems to me that I have to write a script in Zinc, to check for the flash player version. Is that so? Or it there anything else I can do? Thanks! Dimitrios Bendilas ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Tricky(?) Flash Version detection
He Lee, I've seen it probably myself, but that would require some ActionScript code to execute, so the Player 8 should be present, right? Dimitrios - Original Message - From: Lee McColl-Sylvester [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Monday, May 08, 2006 1:15 PM Subject: RE: [FlashCoders] Tricky(?) Flash Version detection Doesn't Flash 8 now have a flash player check function in its api? I recall seeing that somewhere. Lee -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dimitrios Bendilas Sent: 08 May 2006 11:03 To: flashcoders@chattyfig.figleaf.com Subject: [FlashCoders] Tricky(?) Flash Version detection Hello all, This is probably very Zinc specific, but I'll give it a try, in case someone can suggest something useful. If it's too off-topic, my apologies in advance. I have an application made with Zinc, with the .exe not having the Flash OCX included. So, in order for it to work, it has to rely on the installed Flash player on the user's computer (ActiveX, installation by Internet Explorer). The question is how I can detect the Flash Player version the user has installed, if any. You see, the application needs Flash 8 in order to run, so if the user has an older version or no flash at all, I would like to take him to the macromedia website to download. It seems to me that I have to write a script in Zinc, to check for the flash player version. Is that so? Or it there anything else I can do? Thanks! Dimitrios Bendilas ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] Tricky(?) Flash Version detection
Hey guys, Thanks for the replies. Zinc can embed the player, but for technical reasons this is not an option for me. So, the .exe has to rely on the installed OCX. Zinc can run dlls so that's the way I think I should be looking at. I'm already in contact with Zinc support and I'm waiting to see what they will suggest. Thanks for the feedback! By the way, what is an fs script? What does fs stand for? Dimitrios - Original Message - From: Dennis - I Sioux [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Monday, May 08, 2006 3:33 PM Subject: Re: [FlashCoders] Tricky(?) Flash Version detection With the old FSP there was a difference with the player you could embed and the flashplayer.. but maybe not with zync anymore.. but the vb and fs script makes sense.. but is that from within Zinc itself? because then you need to turn an swf into the exe.. that will execute the script? then it's back to the first problem:) Isn't it more handy to execute that vb/c++ script firsts.. that detects it and that opens a zinc or sends you to the macromedia site? .. also you could use a standard zync installer.. with the option to go to macromedia.. but that's kinda lame :-D Cheers, Dennis - Original Message - From: Lee McColl-Sylvester [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Monday, May 08, 2006 1:23 PM Subject: RE: [FlashCoders] Tricky(?) Flash Version detection If he wanted to do that, he'd embed the player. ;-) Anyway, there is a better option if that route is preferred; FSP / Zinc can also execute vb and fs scripts, and there are plenty of those for Flash detection available. Lee -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dennis - I Sioux Sent: 08 May 2006 12:09 To: Flashcoders mailing list Subject: Re: [FlashCoders] Tricky(?) Flash Version detection Hey Guys, I remember from the FSP time that it could also read/write DLL's.. Sure Macromedia put's something somewhere in the register that is usable? Get's back to the point though that you need a flash player to play the zync that check's that.. You could always use a small flash exe that does the check, the .exe always contains the player itself, .. and then either start the zync exe or go to macromedia. Hope that makes any sence;) With kind regards, Dennis - Original Message - From: Lee McColl-Sylvester [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Monday, May 08, 2006 12:25 PM Subject: RE: [FlashCoders] Tricky(?) Flash Version detection Lol, that's a damn good point ;-) One day I'll learn to think before I reply. Lee -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dimitrios Bendilas Sent: 08 May 2006 11:13 To: Flashcoders mailing list Subject: Re: [FlashCoders] Tricky(?) Flash Version detection He Lee, I've seen it probably myself, but that would require some ActionScript code to execute, so the Player 8 should be present, right? Dimitrios - Original Message - From: Lee McColl-Sylvester [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Monday, May 08, 2006 1:15 PM Subject: RE: [FlashCoders] Tricky(?) Flash Version detection Doesn't Flash 8 now have a flash player check function in its api? I recall seeing that somewhere. Lee -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dimitrios Bendilas Sent: 08 May 2006 11:03 To: flashcoders@chattyfig.figleaf.com Subject: [FlashCoders] Tricky(?) Flash Version detection Hello all, This is probably very Zinc specific, but I'll give it a try, in case someone can suggest something useful. If it's too off-topic, my apologies in advance. I have an application made with Zinc, with the .exe not having the Flash OCX included. So, in order for it to work, it has to rely on the installed Flash player on the user's computer (ActiveX, installation by Internet Explorer). The question is how I can detect the Flash Player version the user has installed, if any. You see, the application needs Flash 8 in order to run, so if the user has an older version or no flash at all, I would like to take him to the macromedia website to download. It seems to me that I have to write a script in Zinc, to check for the flash player version. Is that so? Or it there anything else I can do? Thanks! Dimitrios Bendilas ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options
Re: [FlashCoders] Build Flash8 installer
Thank you guys. Dimitrios Bendilas - Original Message - From: John Dowdell [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, May 04, 2006 9:46 PM Subject: Re: [FlashCoders] Build Flash8 installer Dimitrios Bendilas wrote: I need to distribute the Player along with an application I have built and I could use some guidelines/tutorial etc. As Peter noted, web distribution is single-source only... Players are available on the Adobe site, and if you've got web access, that's the place to go. If you're developing for a closed intranet, however, then you can register for a free license to distribute this behind those closed walls: http://www.adobe.com/licensing/distribution/ (Why? Because things that carry the Adobe brand need to actually be the Adobe bits, and various strange websites which carry Adobe-branded materials may or may not install the actual Adobe bits. That's why there's a single point of web distribution, and contracts with known redistributors off the web.) jd -- John Dowdell . Adobe Developer Support . San Francisco CA USA Weblog: http://weblogs.macromedia.com/jd Aggregator: http://weblogs.macromedia.com/mxna Technotes: http://www.macromedia.com/support/ Spam killed my private email -- public record is best, thanks. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Focus Highlight with Components
John, I get rid of the green halo border with this: _root._focusrect = _global.useFocusRect = false; It has effect on every element on the flash movie. I hope this will help you. Regards, Dimitrios Bendilas - Original Message - From: John Giotta [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, May 05, 2006 8:37 PM Subject: Re: [Flashcoders] Focus Highlight with Components Thanks elibol, but not it. You'd have to see it for yourself if I'm not making any sense. I have a Datagrid in on SWF and another SWF is loading it. Whenever the ScrollBar of the Datagrid is focused, a light green halo forms around the entire Datagrid. That's what I want gone. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[FlashCoders] Build Flash8 installer
Hello all, Hope this is not very off-topic. How can I create an installer of Flash 8 Player for Internet Explorer? I need to distribute the Player along with an application I have built and I could use some guidelines/tutorial etc. Thank you, Dimitrios Bendilas ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] setInterval intervalID type?
It's a Number Regards, Dimitrios Bendilas - Original Message - From: Merrill, Jason [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, April 19, 2006 7:08 PM Subject: [Flashcoders] setInterval intervalID type? May be a dumb question, but what type of object is the intervalId that gets returned from setInterval()? I thought I could declare it a generic object, but no: var checkId:Object; checkId = setInterval(myFunction, 100); clearInterval(checkId);//The compiler throws a type mismatch error on this //if I declare the var as an object in (line 1). Without //any type declaration on the var, it works fine. Not a show-stopper, just asking more out of curiosity. Thanks, Jason Merrill | E-Learning Solutions | icfconsulting.com NOTICE: This message is for the designated recipient only and may contain privileged or confidential information. If you have received it in error, please notify the sender immediately and delete the original. Any other use of this e-mail by you is prohibited. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] XMLSocket hosting
Jester, I second that for flashtampa. I have been working with them for a couple of years with ElectroServer and they've been doing a fine job. Regards, Dimitrios Bendilas www.totaleclipsegames.com - Original Message - From: Jobe Makar [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, April 13, 2006 11:01 PM Subject: Re: [Flashcoders] XMLSocket hosting Hi JesterXL Flashtampa.com does a very good job at hosting ElectroServer and Unity at reasonable costs. There is also webgamehost.com , but I've heard mixed things about them. Other than those two places you might have to get a dedicated server or convince a web hosting company to trust one of the well established products out there. Good luck! Jobe Makar http://www.electrotank.com http://www.electro-server.com phone: 919-609-0408 mobile: 919-610-5754 fax: 919-341-8104 - Original Message - From: JesterXL [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Thursday, April 13, 2006 3:58 PM Subject: [Flashcoders] XMLSocket hosting Anyone know of any web hosts providing XMLSocket server hosting? Doing a google search yeilds a lot of outdated links to services that no longer exist. I do not want to host it myself, but would rather pay a hosting provider, like I pay Influxis.com for Flashcom hosting. --JesterXL ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Question on removeMovieClip
Hi Jiri, This is a common question here. Negative levels are used by the Flash IDE. Whenever you create an instance of an object on the stage on the IDE, it automatically gets a negative depth. That's why removeMocieClip() does not work on negative depths. You may remove a dynamically created clip that resides on a negative depth if you first swap its depth with a positive depth. (prefereable a big one to make sure there is no clip there myClip.swapDepths(19); myClip.removeMovieClip(); BUT I suggest you never use negative depths. It gives you nothing but trouble. You may find yourself spending hours to debug some code because you forgot that some movieclips have negative depth. You've got so many positive number to use as depths that it's totally unneccessary to use negative values. Regards, Dimitrios Bendilas - Original Message - From: Jiri Heitlager [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Saturday, April 08, 2006 12:05 PM Subject: [Flashcoders] Question on removeMovieClip He list, I came across something that i find very weird and cant remember coming across it before. The thing is when I attach a movie to stage on a negative level, I can't remove it anymore with removeMovieClip(). An example. _root.attachMovie(mc , mc , -100); _root.onMouseDown = function(){ _root.mc.removeMovieClip() } Can somebody explain why that is? Jiri -- --- Jiri Heitlager Stichting z25.org Concordiastraat 67A 3551 EM Utrecht tel:06-28159323 http://www.z25.org [EMAIL PROTECTED] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[FlashCoders] BitmapData.dispose()
Hello, Quick question. private function createBitmap():Void { var bitmap:BitmapData = new Bitmap(200, 200, false, 0xFF); clip.attachBitmap(bitmap, 0); } If I never execute .dispose() on the bitmap, does it remain in memory? It seems logical to me that it remains there only until the function is finished. It's a local variable so I would expect the memory gets freed as soon as the local variable dies. Thanks! Regards, Dimtirios Bendilas ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] BitmapData.dispose()
Thank you all guys. I think this makes it rather difficult to deal with if you use bitmaps a lot. I've built a complex RasterText class that works with bitmaps and in some cases it's very useful to render the text, get the resulting bitmap and then destroy the RasterText instance. The bitmap could then be attached on a movieclip. If you do that with dozens of bitmaps it's a pain to keep track of all of them in seperate variables. Anyway, Thanks a lot! Regards, Dimitrios Bendilas - Original Message - From: André Nachtigall Tessmann [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, March 24, 2006 9:01 PM Subject: Re: [FlashCoders] BitmapData.dispose() Hello, It looks that the garbage collector deal different with BitmapData objects. You can easily use some Gigabytes of memory putting this code in some onEnterFrame loop for example. You can find more about this issue on Grant Skinner blog...it was discussed there a time ago. http://www.gskinner.com/blog/archives/2005/10/major_flash_pla.html Good luck! Andre On 3/24/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hello, Quick question. private function createBitmap():Void { var bitmap:BitmapData = new Bitmap(200, 200, false, 0xFF); clip.attachBitmap(bitmap, 0); } If I never execute .dispose() on the bitmap, does it remain in memory? It seems logical to me that it remains there only until the function is finished. It's a local variable so I would expect the memory gets freed as soon as the local variable dies. Thanks! Regards, Dimtirios Bendilas ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- /* André Nachtigall Tessmann [EMAIL PROTECTED] +55 53 81165721 */ ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Multiuser - which backend?
Hi Ian, I've used ElectroServer a lot and I can tell you it's great! Client side can be either AS 1.0 or 2.0 and you can use Java or ActionScript plugins on the server-side to extend its functionality and create complex applications. So you can definately have the main core of your game on the server-side. There is nothing I found unpleasand about ElectroServer and I've used it on a big commercial project www.tavli-mania.com with great success :) The server runs on Java. I don't know about any benchmarks or anything but the speed is great and I'm sure you won't have any problems at all. It can also support real-time games, as it features raw data messages that get transfered very quickly. The default messages are XML based. It's got a 20 users free licence, so you can try it out. Also the API is pretty straightforward and you won't have any problems with it. I hope this helps! Regards, Dimitrios Bendilas - Original Message - From: Ian Thomas [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, March 22, 2006 7:33 PM Subject: [Flashcoders] Multiuser - which backend? Hi folks, Partly as something of an experiment, but mainly as a testbed and proof-of-concept for something else entirely, I'm looking at throwing together a (non-commercial) multi-user game with a Flash interface. It should be fairly straightforward wise - a simple grid-based interface not too far removed from a simplified Habbo Hotel or similar. And won't require blistering speed, but will need to keep up with player movements (on a grid) and simple textual messages player-to-player. I've been doing a bit of reading on various backends. I'm looking at running a Java backend (unless there's an extendable C++ or C# solution out there) and was wondering if anyone had any good/bad experiences to report on the following - and if there's anything I've missed that would suit the task better: - Oregano (http://www.oregano-server.org/) (I'd prefer AS2, it appears to be AS1) - Red5 (http://www.osflash.org/red5) (Not sure it's got the features I need yet?) - Unity2 (http://www.moock.org/unity/) (Eeep! $140 to get started) - Sushi (http://www.rawfish-software.com/) - ElectroServer (http://www.electrotank.com/ElectroServer/) I need something which is expandable at the backend (you know, so I can put the bulk of the game engine server-side). The comms needs only to be very straightforward object/data exchange, nothing fancy - I don't need lobbies and things, for example. I'd prefer an AS2.0 API client-side rather than AS1.0. I'd also prefer it to be free - at least for enough connections for my proof of concept (10 users, I'd guess). I'd _actually_ prefer it to be Open Source, but that may not be possible. My feeling (from a speed perspective) is that I'd be better looking at something which does binary send/recv rather than XML/SOAP - but I'd be happy to be proved wrong (debugging XML is so much easier than binary...) Anyone got anything to recommend/any comments on the above/experiences to share..? Many thanks, Ian ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] remove BitmapData
I didn't know that about dispose. I guess you are right. I changed my code and now I keep a reference of the bitmap, so I can execute dispose() whenever I want. Thanks guys, Dimitrios - Original Message - From: elibol [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, March 15, 2006 11:16 PM Subject: Re: [FlashCoders] remove BitmapData There is no getDepth() method for bitmapData Objects. What's the problem with keeping a refrence to your bitmapData Objects? I would argue that it's better practice to refrence them anyways, and as of now, if you do not call dispose() and just remove MovieClips with bitmapData attached, the bitmapData, as I know it, will remain in memory. M. On 3/15/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Thank you Johannes. But what if I need to remove bitmaps only at a certain depth? Because I really don't want to clear all BitmapData from the movieclip... Dimitrios - Original Message - From: Johannes Nel [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, March 15, 2006 9:46 PM Subject: Re: [FlashCoders] remove BitmapData for (var e in clip) { if(clip[e] instanceof BitmapDAta) { clip[e].dispose(); } } i think that could work. On 3/15/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: check if the object you are encountering is an instance of bitmapdata and remove them How exactly can you remove a bitmap data from a movieclip? That's what I haven't figured out yet. Thanks, Dimitrios - Original Message - From: Johannes Nel [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, March 15, 2006 9:19 PM Subject: Re: [FlashCoders] remove BitmapData you could loop through the movieclip, check if the object you are encountering is an instance of bitmapdata and remove them. this could be done in reomvemoveiclip so you know when you remove a movieclip it will be sorted. On 3/15/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: So that means I have to keep a reference of the BitmapData obj. What if I have dozens of bitmaps I attach on a movieclip and I don't want to keep references for all of them. Isn't there just a simple way to *clear* the movieclip at a specific depth? Thank you, Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- j:pn http://www.lennel.org ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[FlashCoders] remove BitmapData
Hello everyone, How can I remove a bitmap that I have attached on a movieclip at a certain depth? The only approach I was able to find was to attach another bitmap 1x1 transparent at the same depth, but I think this is a pretty stupid approach... Am I missing something? Thanks, Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] remove BitmapData
So that means I have to keep a reference of the BitmapData obj. What if I have dozens of bitmaps I attach on a movieclip and I don't want to keep references for all of them. Isn't there just a simple way to *clear* the movieclip at a specific depth? Thank you, Dimitrios - Original Message - From: Ryan Matsikas [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, March 15, 2006 7:20 PM Subject: Re: [FlashCoders] remove BitmapData bmpdata.dispose() On 3/15/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hello everyone, How can I remove a bitmap that I have attached on a movieclip at a certain depth? The only approach I was able to find was to attach another bitmap 1x1 transparent at the same depth, but I think this is a pretty stupid approach... Am I missing something? Thanks, Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] remove BitmapData
check if the object you are encountering is an instance of bitmapdata and remove them How exactly can you remove a bitmap data from a movieclip? That's what I haven't figured out yet. Thanks, Dimitrios - Original Message - From: Johannes Nel [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, March 15, 2006 9:19 PM Subject: Re: [FlashCoders] remove BitmapData you could loop through the movieclip, check if the object you are encountering is an instance of bitmapdata and remove them. this could be done in reomvemoveiclip so you know when you remove a movieclip it will be sorted. On 3/15/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: So that means I have to keep a reference of the BitmapData obj. What if I have dozens of bitmaps I attach on a movieclip and I don't want to keep references for all of them. Isn't there just a simple way to *clear* the movieclip at a specific depth? Thank you, Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] remove BitmapData
Thank you Johannes. But what if I need to remove bitmaps only at a certain depth? Because I really don't want to clear all BitmapData from the movieclip... Dimitrios - Original Message - From: Johannes Nel [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, March 15, 2006 9:46 PM Subject: Re: [FlashCoders] remove BitmapData for (var e in clip) { if(clip[e] instanceof BitmapDAta) { clip[e].dispose(); } } i think that could work. On 3/15/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: check if the object you are encountering is an instance of bitmapdata and remove them How exactly can you remove a bitmap data from a movieclip? That's what I haven't figured out yet. Thanks, Dimitrios - Original Message - From: Johannes Nel [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, March 15, 2006 9:19 PM Subject: Re: [FlashCoders] remove BitmapData you could loop through the movieclip, check if the object you are encountering is an instance of bitmapdata and remove them. this could be done in reomvemoveiclip so you know when you remove a movieclip it will be sorted. On 3/15/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote: So that means I have to keep a reference of the BitmapData obj. What if I have dozens of bitmaps I attach on a movieclip and I don't want to keep references for all of them. Isn't there just a simple way to *clear* the movieclip at a specific depth? Thank you, Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- j:pn http://www.lennel.org ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] scrollRect
Hello Jester, I apologize for taking S long to reply. Thank you very much for the information you provided! When I was asking you how you handle alpha I meant alpha values. Like when having a few movieclips on top of another, with _alpha = 40 or any value100. Can you do that with BitmapData? (sorry if this is a very basic question, I didn't have the chance to work with bitmaps a lot yet). I think I'll see how performance goes and maybe I'll bother you and the list again if I need to start digging more into your approach. Thanks a lot. Regards, Dimitrios - Original Message - From: JesterXL [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, February 16, 2006 5:11 PM Subject: Re: [FlashCoders] scrollRect BitmapSprites extend Bitmap. Bitmap is an internal class, and extends DisplayObject. DisplayObjects' have a drawing index, just like MovieClips do. So, instead of swapDepths, you'd use setChildIndex. Now, for individual bitmaps that you are drawing, addToBitmapSprite, they are added to the internal array, and drawn in that order. It would be probably 10 minutes to add that method and call redraw to allow bitmaps to change depth. ...or you could do it; I can give you Suversion access to the source if you wish. Alpha is handled by your bitmap. Bitmaps support alpha channels, so whatever bitmap you added should have the alpha. In my case, the moving sprites example uses a circular PNG, and since PNG's have alpha channels, Flash draws the circle correctly on top of other circles. MovieClip's have gotten more powerful in Flash Player 8.5, yes, mainly because of the DisplayList which seperates a MovieClip from existing from actually being rendered/drawn each frame. It is not, however, re-inventing the wheel. We have not been able to blit in the Flash Player until version 8; instead, we've had to duplicate a tile 100 times vs. drawing onto 1 bitmap. Great example of why blitting is so powerful and scaleable: http://www.gskinner.com/blog/archives/2005/08/flash_8_thought.html Significantly less process, less RAM, and scales to infinite bitmaps. I have no benchmarks nor numbers other than creating 100 MovieClips in Flash 8 used 99%CPU, and 60 megs of RAM, and the framerate sucked. Changing those 100 MovieClips to be 1 bitmap, and scrolled via a copyPixels from a double-buffering used 6% CPU and full framerate. That's what made me write Diesel. When you start adding BitmapSprites, you are adding overhead however because they themselves are DisplayObjects, like MovieClips, only they are drawn into 1 bitmap vs. 30 of them drawn in 30 places in the DisplayList. The hybrid approach is to use 1 Bitmap, load all of your tiles and draw to just 1. You're actual monsters and characters that move, make Sprites (or MovieClips), and remove them from the DisplayList if they are not on-screen. Use scrollRect for the area you are scrolling, and use double-buffering (copyPixels from a rectangle from an off-screen bitmap). This doesn't scale well because Sprites have more overhead, and moving them is sometimes more expensive then copyPixels, but it works well enough in the alpha, so I'm sure beta, and release it'll still be smokin'. - Original Message - From: Dimitrios Bendilas [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, February 16, 2006 6:36 AM Subject: Re: [FlashCoders] scrollRect Hi Jester, Thanks for the url. It seems very interesting. There is one thing that bothers me, aside the fact that I'would have to re-write a lot of stuff from scratch, if I used a model like this. How do you know in what depth to draw everything? How do you handle _alphas? The movieclip model provides a very easy way to stack images one above another with no problems. It just seems a lot of work, it's like re-inveting the wheel. How much can performance benefit from an approach like this? Any benchmarks, numbers? Is there a hybrid approach maybe? One that requires less code but increases performance? Thanks! Dimitrios - Original Message - From: JesterXL [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, February 15, 2006 3:53 AM Subject: Re: [FlashCoders] scrollRect I oringally wrote this in Flash 8, and ported to Flash 8.5. There is no reason it couldn't go back. http://www.jessewarden.com/archives/2006/01/diesel_battlefi.html - Original Message - From: Dimitrios Bendilas [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Tuesday, February 14, 2006 4:55 PM Subject: [FlashCoders] scrollRect Hi all, I'm trying to make a very basic prototype to test parallax movement with Flash 8. Is movieclip.scrollRect what I should be using? I tried this: var bg:MovieClip = _root.attachMovie(bg, bg, 2); var y:Number = 0; _root.onEnterFrame = function():Void { bg.scrollRect = {x:0, y:y--, width:635
Re: [FlashCoders] scrollRect
Hi Jester, Thanks for the url. It seems very interesting. There is one thing that bothers me, aside the fact that I'would have to re-write a lot of stuff from scratch, if I used a model like this. How do you know in what depth to draw everything? How do you handle _alphas? The movieclip model provides a very easy way to stack images one above another with no problems. It just seems a lot of work, it's like re-inveting the wheel. How much can performance benefit from an approach like this? Any benchmarks, numbers? Is there a hybrid approach maybe? One that requires less code but increases performance? Thanks! Dimitrios - Original Message - From: JesterXL [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, February 15, 2006 3:53 AM Subject: Re: [FlashCoders] scrollRect I oringally wrote this in Flash 8, and ported to Flash 8.5. There is no reason it couldn't go back. http://www.jessewarden.com/archives/2006/01/diesel_battlefi.html - Original Message - From: Dimitrios Bendilas [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Tuesday, February 14, 2006 4:55 PM Subject: [FlashCoders] scrollRect Hi all, I'm trying to make a very basic prototype to test parallax movement with Flash 8. Is movieclip.scrollRect what I should be using? I tried this: var bg:MovieClip = _root.attachMovie(bg, bg, 2); var y:Number = 0; _root.onEnterFrame = function():Void { bg.scrollRect = {x:0, y:y--, width:635, height:540}; } The movieclip bg contains only a jpg 635x540. The movement is pretty jumpy. Should I be using BitmapData instead? I'm a bit lost! I've been searching for code samples online for the past 2 hours and I haven't found anything useful. Does anyone have a useful link for parallax or tile-based games using Flash 8 features? Performance is the key issue here, since this is going for a very big and complex game and I want to optimize it as much as possible. Thanks a lot! Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[FlashCoders] scrollRect
Hi all, I'm trying to make a very basic prototype to test parallax movement with Flash 8. Is movieclip.scrollRect what I should be using? I tried this: var bg:MovieClip = _root.attachMovie(bg, bg, 2); var y:Number = 0; _root.onEnterFrame = function():Void { bg.scrollRect = {x:0, y:y--, width:635, height:540}; } The movieclip bg contains only a jpg 635x540. The movement is pretty jumpy. Should I be using BitmapData instead? I'm a bit lost! I've been searching for code samples online for the past 2 hours and I haven't found anything useful. Does anyone have a useful link for parallax or tile-based games using Flash 8 features? Performance is the key issue here, since this is going for a very big and complex game and I want to optimize it as much as possible. Thanks a lot! Dimitrios ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] textfield swapDepths
Right, this is not what I'm trying to achieve. The issue is only for textfields, not movieclips. I finally managed to find a workaround that works. I used the TextField.prototype.swapDepths = MovieClip.prototype.swapDepths; approach and it worked great! Thanks everyone for the suggestions and discussion. Regards, Dimitrios - Original Message - From: Tareq AlJaber [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, February 09, 2006 8:56 PM Subject: RE: [FlashCoders] textfield swapDepths So this code is not what you are trying to do,correct? import flash.geom.Rectangle import flash.display.BitmapData _mc = _root.createEmptyMovieClip(rect_mc,-3); _bdm = new BitmapData(300,200,false,0xFF); _mc.attachBitmap(_bdm,0); _mc.onPress = function(){ trace(removing) this.removeMovieClip(); } Can you send me a sample file that reproducing the bug? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[FlashCoders] textfield swapDepths
Hello everyone, I'm using .swapDepths() on a textfield on the stage, that was not created dynamically, but was placed there from iside the Flash IDE. It's depth doesn't change and it remains negative. Is this how it should work? Thanks, Dimitrios ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [FlashCoders] textfield swapDepths
Hi Sarah, Thanks for your answer. Unfortunately this is not an option. So, I thought I'd create a dynamic textfield in the depth I want, copy all properties from the original textfield to the new one and set .text = for the original textfield (unfortunately removeMovieClip doesn't work either). I'm having some trouble making an exact duplicate of the first field, but I think I'll manage it. Thanks again. Regards, Dimitrios - Original Message - From: [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, February 09, 2006 6:44 PM Subject: Re: [FlashCoders] textfield swapDepths swapDepths can only be applied to movieclips. Put the textfield inside a movieclip and then apply swapdepths to that. -sarah Hello everyone, I'm using .swapDepths() on a textfield on the stage, that was not created dynamically, but was placed there from iside the Flash IDE. It's depth doesn't change and it remains negative. Is this how it should work? Thanks, Dimitrios ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [FlashCoders] textfield swapDepths
Hey, Thanks everyone for your suggestions. Tom, in order to remove the textfield, as you say, you will have to swapDepths() first, which unfortunately doesn't work on TextFields. That's why I started this thread in the first place. I just found this suggestion in a forum: TextField.prototype.swapDepths = MovieClip.prototype.swapDepths; A little hack that lets you swap textfields. Didn't try it yet but I guess it works. Do you all think it's something I wouldn't mind putting in? Or is it too dirty? I think it's ok. Dimitrios - Original Message - From: Tom Rhodes [EMAIL PROTECTED] To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com Sent: Thursday, February 09, 2006 7:51 PM Subject: RE: [FlashCoders] textfield swapDepths someone posted a function the other day on here that means you can remove clips on a negative depth. the basis of it was a swapdepths before the remove as I recall, have a look. might even have been yesterday... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Fanetti Sent: 09 February 2006 18:38 To: Flashcoders mailing list Subject: Re: [FlashCoders] textfield swapDepths WOW! I never knew Flash would not remove _mcs with negative depth. I just tried it and it and it won't work. I guess you learn something new every day. import flash.geom.Rectangle import flash.display.BitmapData _mc = _root.createEmptyMovieClip(rect_mc,3); _bdm = new BitmapData(300,200,false,0xFF); _mc.attachBitmap(_bdm,0); _mc.onPress = function(){ trace(removing) this.removeMovieClip(); } ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders@chattyfig.figleaf.com Unsubscribe, set options at http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] textfield swapDepths
I don't have the option to create the textfield dynamically. So I have to put it there from the Flash IDE and it automatically gets a negative depth, like all instances that are created this way. Dimitrios - Original Message - From: Tareq AlJaber [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, February 09, 2006 8:28 PM Subject: RE: [FlashCoders] textfield swapDepths Why in the first place you want to use negative depth? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dimitrios Bendilas Sent: Thursday, February 09, 2006 10:04 AM To: Flashcoders mailing list Subject: Re: [FlashCoders] textfield swapDepths Hey, Thanks everyone for your suggestions. Tom, in order to remove the textfield, as you say, you will have to swapDepths() first, which unfortunately doesn't work on TextFields. That's why I started this thread in the first place. I just found this suggestion in a forum: TextField.prototype.swapDepths = MovieClip.prototype.swapDepths; A little hack that lets you swap textfields. Didn't try it yet but I guess it works. Do you all think it's something I wouldn't mind putting in? Or is it too dirty? I think it's ok. Dimitrios - Original Message - From: Tom Rhodes [EMAIL PROTECTED] To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com Sent: Thursday, February 09, 2006 7:51 PM Subject: RE: [FlashCoders] textfield swapDepths someone posted a function the other day on here that means you can remove clips on a negative depth. the basis of it was a swapdepths before the remove as I recall, have a look. might even have been yesterday... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Fanetti Sent: 09 February 2006 18:38 To: Flashcoders mailing list Subject: Re: [FlashCoders] textfield swapDepths WOW! I never knew Flash would not remove _mcs with negative depth. I just tried it and it and it won't work. I guess you learn something new every day. import flash.geom.Rectangle import flash.display.BitmapData _mc = _root.createEmptyMovieClip(rect_mc,3); _bdm = new BitmapData(300,200,false,0xFF); _mc.attachBitmap(_bdm,0); _mc.onPress = function(){ trace(removing) this.removeMovieClip(); } ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders@chattyfig.figleaf.com Unsubscribe, set options at http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [FlashCoders] wave generator example
Yes! That's the one! Thanks Jim! Dimitrios - Original Message - From: Jim Armstrong [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, February 02, 2006 8:01 PM Subject: Re: [FlashCoders] wave generator example Dimitrios Bendilas wrote: Hello everyone, There was a tutorial/article about a wave generator engine in ActionScript, that produced pretty complex waves and had a boat which you could move ON the waves using the left and right arrow buttons. It was a very nice example and I think it was made by someone in this list. I can't find it. Does anyone know what I'm talking about? http://www.dembicki.org/path/index-eng.html . Is this what you wanted? regards, - jim -- 2112 FX :: Singularity [Business Intelligence][Custom Programming] Flash Math Blog :: www.2112fx.com/blog ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [FlashCoders] RadioButton group
Nevermind, I found it. It's radioButtonGroupName.selection. Dimitrios - Original Message - From: Dimitrios Bendilas [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Monday, January 30, 2006 9:41 PM Subject: [FlashCoders] RadioButton group Hello all, Sorry for bothering you with this very basic question, but I need this very quickly and I can't remember how to do this. I have a single group of radio buttons on stage. How can I see which one is selected? Do I have to create a listener and save the changes on a variable? Thanks! Dimitrios ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Deleting a KeyListener
Hi Stephen, A reference to the listener is stored inside the Key class. So you have to remove it with Key.removeListener(keyForm); Regards, Dimitrios Bendilas www.total-eclipse.gr - Original Message - From: Stephen Hueners [EMAIL PROTECTED] To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com Sent: Sunday, January 29, 2006 3:08 PM Subject: [Flashcoders] Deleting a KeyListener I'm setting up a listener for the Enter key in a login portion of my movie and need to delete it after it runs so that if the user hits ENTER later in the original function is not called. I _thought this was the correct way to do this but testing proves me wrong: var keyForm = new Object(); keyForm.onKeyDown = function(){ if (Key.getCode() == Key.ENTER){ _level0.loadLoginVars(login, ID.text, Pass.text); this.gotoAndStop(checking); delete keyForm; }; } Key.addListener(keyForm); Many Thankx --steve... ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] getting the name of an object
That's right. _name is a property of a movieclip object which is set the time you create and instance of a movieclip. When creating a generic object, it doens't have a _name or name property, unless you give it one. So, you could do this: var fooObj:Object = new Object(); fooObj.name = // whatever But as Danny said, the variable that holds the object has absolutely nothing to do with the name of the object. That goes the same for movieclips. You can do: var mc:MovieClip = _root.createEmptyMovieClip(myClip, 100); var movie:MovieClip = _root.myClip; var clip:MovieClip = mc; All three variables refer to the same movieclip object. Which is the name of the movieclip? Is it mc, movie, clip or myClip? It's the last one, myClip, because you set it when creating the instance in the first place. No matter which variable holds a reference of the movieclip object, it doesn't affect the name property of the movieclip. I hope this helps. Dimitrios - Original Message - From: Danny Kodicek [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Monday, January 23, 2006 3:43 PM Subject: Re: [Flashcoders] getting the name of an object hi, this might be obvious but how do I get the name of an object? If I got an object named fooObj how can I get Flash to for example trace out the name of the object, so that it traces fooObj? I know this works with movieclips but how about objects or arrays? Objects or arrays don't have a name. That is: you could have a variable fooObj referring to some object O, and you could set another variable barObj to refer to the same object. The object O is completely independent of the variables referring to it. For that matter, an object held in an array doesn't even have a variable name referring to it. So unless you set up some kind of convention of your own, the request doesn't really make much sense. Danny ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] expanding a second array given values of the firstarray
Hi there, Try this a = [2,1,5,1,3]; var l:Number = a.length; var i:Number = -1; var b:Array = []; var sum:Number = 0; while (++i l) { sum += a[i]; trace(sum); var tmp:Array = []; var n:Number = a[i]; while (--n = 0) { tmp [n] = sum; } b = b.concat(tmp); } trace(b); Regards, Dimitrios Bendilas - Original Message - From: Merrill, Jason [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, January 19, 2006 10:01 PM Subject: [Flashcoders] expanding a second array given values of the firstarray Should be pretty straightforward, but I am having trouble wrapping my head around it. I want to create an array of N length, which is expanded according to the values of another array. What I mean is, for example: taskSet = [2,1,5,1,3] //values of how much the new array should expand I want to, based on the values of the taskSet array, make a running add-up total of the values of taskSet repeat that number in the final array taskSet[n] times in the new taskSetExpanded array. I do not mean just add up the values of taskSet which I already know how to do (though by so doing, I know that also shows the length of the final array). So (and this may be the easiest way to explain) given the array: taskSet = [2,1,5,1,3]; The taskSetExapanded array would then become an array with these exact values: [2,2,3,8,8,8,8,8,9,12,12,12] ...where for example, the number 8 as seen in the array(8 comes from the running total of 2+1+5 from TaskSet) is repeated 5 times (where 5 is the value of taskSet[3]) ..and where for example the number 9 as seen in the array (9 comes from the running total of 2+1+5+1 from TaskSet) is repeated 1 time (where 1 is the value of taskSet[4]) Etc. Make sense? Perhaps I over explained. I have tried numerous for loops and never been able to get the final result I need. Any help is appreciated. Thanks! Jason Merrill | E-Learning Solutions | icfconsulting.com NOTICE: This message is for the designated recipient only and may contain privileged or confidential information. If you have received it in error, please notify the sender immediately and delete the original. Any other use of this e-mail by you is prohibited. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] adding whitespace back into xml
Hi there Jobe, Try this. It works great for me. class util.XMLFormat { public static function formatXML(p_xml:XMLNode, p_tab:String):String { p_tab = (p_tab == undefined) ? \t : p_tab; var str:String = new String(); var nodeValue:String = p_xml.nodeValue; var nodeName:String = p_xml.nodeName; if ((nodeValue != null) (nodeValue != undefined)) { str += p_tab + nodeValue + \n; } else if (nodeName != null) { str += p_tab + + nodeName; var attr:Object = p_xml.attributes; for (var n:String in attr) { str += + n +=\+attr[n]+\; } if (p_xml.firstChild != null) { if (p_xml.firstChild.nodeValue != null) { str += + checkCDATA(p_xml.firstChild.nodeValue) + / + nodeName+ \n; } else { str += \n; var children:Array = p_xml.childNodes; var l:Number = children.length; for (var i:Number=0; il; i++) { str += formatXML(children[i], \t+p_tab); } str += p_tab + / + nodeName + \n; } } else { str += /\n; } } return str; } public static function checkCDATA(p_str:String):String { var tempStr:String = new XML(![CDATA[ + p_str + ]]).toString(); return (tempStr.indexOf() != -1) ? ![CDATA[ + p_str + ]] : p_str; } } Cheers, Dimitrios - Original Message - From: Jobe Makar [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Monday, January 09, 2006 9:21 PM Subject: Re: [Flashcoders] adding whitespace back into xml Hi Sander, Thanks, but modifying the source XML is not an option in this case. I am just looking for something that will take the XML and convert it to a string with whitespace. I'll probably just need to write something to do it. Jobe Makar http://www.electrotank.com http://www.electro-server.com phone: 919-609-0408 mobile: 919-610-5754 fax: 919-341-8104 - Original Message - From: Sander [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Monday, January 09, 2006 2:14 PM Subject: Re: [Flashcoders] adding whitespace back into xml Why don't you just include html tags in your XML, so it becomes XHTML? You just take a couple of nodes and use them to set the htmlText property of a textfield? myData node type='XHTML-content' p ul liBullet 1/li liBullet 2/li /ul p br/ pSome other paragraph/p /node /myData var myText.htmlText = xmlObject.firstChild.childNodes.toString(); ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Keypoints in a .mp3
Hi there. A sound Object in Actionscript has a .duration and a .position property. You can monitor the position and do stuff when the position has reached a certain number of seconds or a percentage of the total duration. var s:Sound = new Sound(sound_mc); s.attachSound(song); s.start(); _root.onEnterFrame = function() { // check s.position and act accordingly } Regards, Dimitrios Bendilas - Original Message - From: Marcelo Wolfgang [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, January 04, 2006 3:17 PM Subject: [Flashcoders] Keypoints in a .mp3 Hi list, Happy new year for all :) I'm little rusty in my coding, and I'm developing a site which it will have a 'mp3 player' - the user click on a button, it load the mp3 to the flash media player. But I need to have some key points, or a way to check how much time of the music has elapsed so that at certain points it will display different info on the screen. Like when the music reach 2 minutes it will show the song artist, when it reaches 4'38'' it will show another info Is it possible ? How should I do something like this ? TIA Grillo ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] execute a string as actionscript in MX
Hi there, try this: function sayHi():Void { trace(Hi!); } str = sayHi; this[str](); Also have a look at the Function.apply method in Flash help Regards, Dimitrios - Original Message - From: BOYD SPEER [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Saturday, December 31, 2005 7:04 PM Subject: [Flashcoders] execute a string as actionscript in MX Sorry for such a basic question but is there a way to build a string and then do it as an actionscript command in Flash MX? Thanks! Also where could I find examples of code that creates multi-level dropdown menus?? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [FlashCoders] game slowing down - eventListener
Yes! I set _global.GAME = game (the object I was interested in), so I didn't have to dig in the trees and search for that, I accessed it directly from _global. I actually found what was causing the delay. My Animation class was setting some actions in the ActionManager that never got deleted if a certain contition was met and the ActionManager stored Action objects with parameters that built up and eventually slowed down the game. I fixed that and now it runs great! It was actually a just a tiny change: a n 0 that had to be n 1 ... The fun of programming... Yeah, right! Xray rocks by the way! I knew that already but I was lost in the tree chains in such huge projects. Now I know what to do if I can't find easily what I'm looking for. Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, December 22, 2005 6:15 PM Subject: Re: [FlashCoders] game slowing down - eventListener Did you make any headway? On 12/22/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote: John, thanks a lot for all the help! ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [FlashCoders] game slowing down - eventListener
The _global thing was Hans Wichman's idea. Just making sure he gets the credit! ;-) Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, December 22, 2005 7:49 PM Subject: Re: [FlashCoders] game slowing down - eventListener Excellent!! Thanks for letting me know D! yeah, there's a ton a ways to get at your application with xray - setting the _global pointer was a great/simple idea. Thanks again D, John ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [FlashCoders] game slowing down - eventListener
Hello again, I've been doing test all this time but I still haven't found what I'm looking for. I'm not able to find the actual objects. When in _global I only see class names (functions). If I view _level0 or any movieclip child I only see movieclips (I'm not using classes that extend MovieClip) e.g. _global.com shows: blitzagency (object) darronschall (object) robertpenner (object) xfactorstudio (object) zefxis (object) applications (object) games (object) control (object) List (function) ScrollBar (function) ScrollableTextBox (function) Zefxis is my package, so everything game related should be in there. If I expand any of the other objects, like applications or games, at the end all I get is functions. So no actual object instances. _level0 shows: _level0 (movieclip) appPanels (movieclip) onAppChangeFocus (function) onLoad (function) sound_manager (movieclip) And if I expand anything in the tree all I get is movieclips and movieclip functions. What am I doing wrong? I'm still confused. I remember I used to be able to see object instances back when the application was still AdminTool. Thanks for the help Regards, Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Sunday, December 18, 2005 5:13 AM Subject: Re: [FlashCoders] game slowing down - eventListener YES! that's a great tip - you don't have to start at _level0 in your snapshots - it's just the default ;) I'm surprised that the non-recursive searches posed a problem. Once you start with a single snapshot, you should be able to click on objects in the treeview and have it expand on demand. On 12/17/05, MyName [EMAIL PROTECTED] wrote: Great tips! John. Sorry for jumping in, Dimitrios. In my case, my desktop project got about 140 classes and many circular references. It'll take forever to take a snapshot from level0 with recursive option on. The snapshot returns nodes of the 1st tier from level0 if recursive option is turned off. But nothing will show up when clicking on a node that is too complex. So, what I had to do is to take a snapshot from a deep down path. For example in my case: _level0.gameBoard.gamePanel.operationPane.accViews.shipView. From that point, things seem started looking ok. Thanks, Doug - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Saturday, December 17, 2005 12:27 PM Subject: Re: [FlashCoders] game slowing down - eventListener Good! you're looking around and getting comfortable with doing so in Xray! Ok, some tips: 1. When browsing through global, you'll see your packages and objects. You'll see all classes - instance, static, singleton etc. You *can* see static properties/objects through global since that's where they live/are instanced. Singletons and Instanced classes can be where they're instanced. So, whatever timeline/movieclip has created the Object, that's where you can take a look through it / execute calls against it with Xray. 2. If you want to save time with browsing with the treeview, you can always use the trace/execute window to verify an objects/propertie's existance. (IE: _level0.main.myMovieClip.objX) 3. In your class, if it extends a movieclip, you could put in an xray trace (_global.tt(MyMovie, this); Then just copy and paste the path that spits out in the trace window and start checkingyour objects and props from there. Make sense? Let me know if you other questions. With xray, there's usually 3-4 ways to get an an object and mess with it ;) On 12/17/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hello John, Sorry for the late reply, I wanted to run some tests before answering back. I'm aware of the way the garbage collector works (even though I'm a little confused with object parameters stored in the inline functions inside Delegates, if they get garbage collected after all or not). Throughout my framework and the custom code for the game I pay much attention to deleting all object references. I've used xray in the past sometimes. I did this now too but I'm having some troubles. The only lines in my .fla are import Application Application.main(_root); Where in xray should I be looking for object instances? I can see all movieclips if I take a snapshot of _level0 but if I want to see the instances of the Tile objects, or the TileManager, or the Countdown objects where should I look? I tried _global.com.zefxis which is where all the packages reside but all I see is functions (Classes) and no objects. e.g. _global.com.zefxis.solarwind snapshot gives me: animation (object) Animation (function) Animations (function) EaseFunctions (function) RelativeMovement (function) Sequence (function) Any clues? Thank you! Dimitrios - Original Message - From: John Grden [EMAIL
Re: [FlashCoders] game slowing down - eventListener
John, At the Class Packages array, should I add just zefxis or com.zefxis? Cause that's where my class package resides. I did what you told me about the XRay component in the timeline. The project is pretty huge (more than 150 classes) and there is a real problem with recursive ON (it actually freezes the player) I tried going pretty deep in the tree and then enable recursive, but still I'm having trouble. I only see some objects. And if I click on them, then I only see functions again. I'm looking in _global.com.zefxis. etc, right? I guess that's where I should be looking, not the _level0 tree. Sorry John, I don't have it online. Regards, Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, December 21, 2005 3:11 PM Subject: Re: [FlashCoders] game slowing down - eventListener 1. Put Xray back on stage in the _level0 timeline. 2. Click on it and select the parameters tab. 3. in the Class Packages array, add Zefxis 4. Republish and try a snapshot again. This time, it should at least show you the true class names/paths. I actually realized yesterday that if the connector wasn't on stage, the ClassPath engine isn't initialized (more on that later). In the older versions of the AdminTool, it used to only do Recursive searches and it would recurse objects at the same time as movieclips. That proved to be a huge task that caused script timeout errors left and right. Now, I list objects/movieclips (including arrays), but only movieclip's get recursed. If you want to drill down through an object, just click on it, and drill down through the property inspector. So, republish after doing the above. If you have it online, do you mind if I try and look through it with Xray? Let me know, Thanks, John On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hello again, I've been doing test all this time but I still haven't found what I'm looking for. I'm not able to find the actual objects. When in _global I only see class names (functions). If I view _level0 or any movieclip child I only see movieclips (I'm not using classes that extend MovieClip) e.g. _global.com shows: blitzagency (object) darronschall (object) robertpenner (object) xfactorstudio (object) zefxis (object) applications (object) games (object) control (object) List (function) ScrollBar (function) ScrollableTextBox (function) Zefxis is my package, so everything game related should be in there. If I expand any of the other objects, like applications or games, at the end all I get is functions. So no actual object instances. _level0 shows: _level0 (movieclip) appPanels (movieclip) onAppChangeFocus (function) onLoad (function) sound_manager (movieclip) And if I expand anything in the tree all I get is movieclips and movieclip functions. What am I doing wrong? I'm still confused. I remember I used to be able to see object instances back when the application was still AdminTool. Thanks for the help Regards, Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Sunday, December 18, 2005 5:13 AM Subject: Re: [FlashCoders] game slowing down - eventListener YES! that's a great tip - you don't have to start at _level0 in your snapshots - it's just the default ;) I'm surprised that the non-recursive searches posed a problem. Once you start with a single snapshot, you should be able to click on objects in the treeview and have it expand on demand. On 12/17/05, MyName [EMAIL PROTECTED] wrote: Great tips! John. Sorry for jumping in, Dimitrios. In my case, my desktop project got about 140 classes and many circular references. It'll take forever to take a snapshot from level0 with recursive option on. The snapshot returns nodes of the 1st tier from level0 if recursive option is turned off. But nothing will show up when clicking on a node that is too complex. So, what I had to do is to take a snapshot from a deep down path. For example in my case: _level0.gameBoard.gamePanel.operationPane.accViews.shipView. From that point, things seem started looking ok. Thanks, Doug - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Saturday, December 17, 2005 12:27 PM Subject: Re: [FlashCoders] game slowing down - eventListener Good! you're looking around and getting comfortable with doing so in Xray! Ok, some tips: 1. When browsing through global, you'll see your packages and objects. You'll see all classes - instance, static, singleton etc. You *can* see static properties/objects through global since that's where they live/are instanced. Singletons and Instanced classes can be where they're instanced. So, whatever timeline/movieclip has created the Object
Re: [FlashCoders] game slowing down - eventListener
At the timeline of my .fla file all I have is: import com.zefxis.games.myGame.Application; Application.main(_root) Structure outlines of Application class: class com.zefxis.games.gameName.Application { ... ... private var game:Game; ... private function Application() { // code } static function main(...) { // code } private function initGame():Void { // coce game = new Game(.); } ... ... } So, all I want is to find the game object. I've been playing around for hours now and I can't find it, either inside the _level0 tree or the _global.com tree. What you said makes sense and that's what I'm trying to do. Go deep in the tree, copy the path and then with the new snapshot use recursion and go even deeper. But all I find is Functions. Thank you for helping here, John. Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, December 21, 2005 6:21 PM Subject: Re: [FlashCoders] game slowing down - eventListener ah, if it's under com, you're good. It'll get searched. The thing with global is that, you're only going to see the class definitions (functions/props), unless it's a static class. So, I would stick with _level0, and try to type in the path as deep as you can recal to start the snapshot, if that makes sense. Does that all make sense? On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote: John, At the Class Packages array, should I add just zefxis or com.zefxis? Cause that's where my class package resides. I did what you told me about the XRay component in the timeline. The project is pretty huge (more than 150 classes) and there is a real problem with recursive ON (it actually freezes the player) I tried going pretty deep in the tree and then enable recursive, but still I'm having trouble. I only see some objects. And if I click on them, then I only see functions again. I'm looking in _global.com.zefxis. etc, right? I guess that's where I should be looking, not the _level0 tree. Sorry John, I don't have it online. Regards, Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, December 21, 2005 3:11 PM Subject: Re: [FlashCoders] game slowing down - eventListener 1. Put Xray back on stage in the _level0 timeline. 2. Click on it and select the parameters tab. 3. in the Class Packages array, add Zefxis 4. Republish and try a snapshot again. This time, it should at least show you the true class names/paths. I actually realized yesterday that if the connector wasn't on stage, the ClassPath engine isn't initialized (more on that later). In the older versions of the AdminTool, it used to only do Recursive searches and it would recurse objects at the same time as movieclips. That proved to be a huge task that caused script timeout errors left and right. Now, I list objects/movieclips (including arrays), but only movieclip's get recursed. If you want to drill down through an object, just click on it, and drill down through the property inspector. So, republish after doing the above. If you have it online, do you mind if I try and look through it with Xray? Let me know, Thanks, John On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hello again, I've been doing test all this time but I still haven't found what I'm looking for. I'm not able to find the actual objects. When in _global I only see class names (functions). If I view _level0 or any movieclip child I only see movieclips (I'm not using classes that extend MovieClip) e.g. _global.com shows: blitzagency (object) darronschall (object) robertpenner (object) xfactorstudio (object) zefxis (object) applications (object) games (object) control (object) List (function) ScrollBar (function) ScrollableTextBox (function) Zefxis is my package, so everything game related should be in there. If I expand any of the other objects, like applications or games, at the end all I get is functions. So no actual object instances. _level0 shows: _level0 (movieclip) appPanels (movieclip) onAppChangeFocus (function) onLoad (function) sound_manager (movieclip) And if I expand anything in the tree all I get is movieclips and movieclip functions. What am I doing wrong? I'm still confused. I remember I used to be able to see object instances back when the application was still AdminTool. Thanks for the help Regards, Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Sunday, December 18, 2005 5:13 AM Subject: Re: [FlashCoders] game slowing down - eventListener YES! that's a great tip - you don't have to start at _level0 in your snapshots - it's just the default ;) I'm surprised that the non
Re: [FlashCoders] game slowing down - eventListener
My God Hans, that's a brilliant idea! It worked like a charm! I can finally see! Thanks man! Dimitrios - Original Message - From: Hans Wichman [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com; Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, December 21, 2005 7:39 PM Subject: Re: [FlashCoders] game slowing down - eventListener Hi, all principles aside (it should work etc), cant u just put _global.gameRef = game; at the end of initGame, just so that u can test it? using _global.gameRef as path, should give u a direct link to your game object. greetz Hans At 06:16 PM 12/21/2005, Dimitrios Bendilas wrote: At the timeline of my .fla file all I have is: import com.zefxis.games.myGame.Application; Application.main(_root) Structure outlines of Application class: class com.zefxis.games.gameName.Application { ... ... private var game:Game; ... private function Application() { // code } static function main(...) { // code } private function initGame():Void { // coce game = new Game(.); } ... ... } So, all I want is to find the game object. I've been playing around for hours now and I can't find it, either inside the _level0 tree or the _global.com tree. What you said makes sense and that's what I'm trying to do. Go deep in the tree, copy the path and then with the new snapshot use recursion and go even deeper. But all I find is Functions. Thank you for helping here, John. Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, December 21, 2005 6:21 PM Subject: Re: [FlashCoders] game slowing down - eventListener ah, if it's under com, you're good. It'll get searched. The thing with global is that, you're only going to see the class definitions (functions/props), unless it's a static class. So, I would stick with _level0, and try to type in the path as deep as you can recal to start the snapshot, if that makes sense. Does that all make sense? On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote: John, At the Class Packages array, should I add just zefxis or com.zefxis? Cause that's where my class package resides. I did what you told me about the XRay component in the timeline. The project is pretty huge (more than 150 classes) and there is a real problem with recursive ON (it actually freezes the player) I tried going pretty deep in the tree and then enable recursive, but still I'm having trouble. I only see some objects. And if I click on them, then I only see functions again. I'm looking in _global.com.zefxis. etc, right? I guess that's where I should be looking, not the _level0 tree. Sorry John, I don't have it online. Regards, Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, December 21, 2005 3:11 PM Subject: Re: [FlashCoders] game slowing down - eventListener 1. Put Xray back on stage in the _level0 timeline. 2. Click on it and select the parameters tab. 3. in the Class Packages array, add Zefxis 4. Republish and try a snapshot again. This time, it should at least show you the true class names/paths. I actually realized yesterday that if the connector wasn't on stage, the ClassPath engine isn't initialized (more on that later). In the older versions of the AdminTool, it used to only do Recursive searches and it would recurse objects at the same time as movieclips. That proved to be a huge task that caused script timeout errors left and right. Now, I list objects/movieclips (including arrays), but only movieclip's get recursed. If you want to drill down through an object, just click on it, and drill down through the property inspector. So, republish after doing the above. If you have it online, do you mind if I try and look through it with Xray? Let me know, Thanks, John On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hello again, I've been doing test all this time but I still haven't found what I'm looking for. I'm not able to find the actual objects. When in _global I only see class names (functions). If I view _level0 or any movieclip child I only see movieclips (I'm not using classes that extend MovieClip) e.g. _global.com shows: blitzagency (object) darronschall (object) robertpenner (object) xfactorstudio (object) zefxis (object) applications (object) games (object) control (object) List (function) ScrollBar (function) ScrollableTextBox (function) Zefxis is my package, so everything game related should be in there. If I expand any of the other objects, like applications or games, at the end all I get is functions. So no actual object instances. _level0 shows: _level0 (movieclip) appPanels (movieclip) onAppChangeFocus (function) onLoad (function
Re: [FlashCoders] game slowing down - eventListener
Hi Judah, Like a profiler you mean? I think I had seen something like this for Flash but I'm not sure. That'll be great if you can post it. Thanks, Dimitrios - Original Message - From: Judah Frangipane [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, December 21, 2005 7:53 PM Subject: Re: [FlashCoders] game slowing down - eventListener Hi Dimirtrios, I've had a couple issues with intervals in the past. I'm not sure why but sometimes they would not get deleted. This would cause build up as they kept getting created. I have a enumerator class that has a process timer on it. This would trace out the time in milliseconds from the beginning of a process to the end of it. I was going to release this class but I found some problems with it. I'll make another attempt and try and post it in the next day or so. Judah Dimitrios Bendilas wrote: Anyone else has anything to suggest? Has anyone experienced memory build up with the use of Delegates or Proxy (with parameter support)? Thank you Dimitrios - Original Message - From: Cedric Muller [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, December 15, 2005 2:26 PM Subject: Re: [FlashCoders] game slowing down - eventListener how do you generate the tiles ? are they removed (removeMovieClip) when going outside the boundaries of the visible area ? because such memory size must have something to do with bitmaps or sounds ?? Cedric Thank you for the suggestions Hans. I'm pretty sure I've taken care of all listeners and intervals and destroy them before I delete an object. The memory when it's running slower 6-7MBs more than when running fast. (46MB - 52MB) I've tried digging in with xray before, I guess I'll do it again. Any other thoughts anyone? Dimitrios - Original Message - From: Hans Wichman [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, December 15, 2005 1:39 PM Subject: Re: [FlashCoders] game slowing down - eventListener ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [FlashCoders] game slowing down - eventListener
John, thanks a lot for all the help! Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, December 21, 2005 7:47 PM Subject: Re: [FlashCoders] game slowing down - eventListener no problemo! one thing you might do is make it a public var for now and see if it shows up where you think it should. That might be one reason you can't see it ;) On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote: At the timeline of my .fla file all I have is: import com.zefxis.games.myGame.Application; Application.main(_root) Structure outlines of Application class: class com.zefxis.games.gameName.Application { ... ... private var game:Game; ... private function Application() { // code } static function main(...) { // code } private function initGame():Void { // coce game = new Game(.); } ... ... } So, all I want is to find the game object. I've been playing around for hours now and I can't find it, either inside the _level0 tree or the _global.com tree. What you said makes sense and that's what I'm trying to do. Go deep in the tree, copy the path and then with the new snapshot use recursion and go even deeper. But all I find is Functions. Thank you for helping here, John. Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, December 21, 2005 6:21 PM Subject: Re: [FlashCoders] game slowing down - eventListener ah, if it's under com, you're good. It'll get searched. The thing with global is that, you're only going to see the class definitions (functions/props), unless it's a static class. So, I would stick with _level0, and try to type in the path as deep as you can recal to start the snapshot, if that makes sense. Does that all make sense? On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote: John, At the Class Packages array, should I add just zefxis or com.zefxis? Cause that's where my class package resides. I did what you told me about the XRay component in the timeline. The project is pretty huge (more than 150 classes) and there is a real problem with recursive ON (it actually freezes the player) I tried going pretty deep in the tree and then enable recursive, but still I'm having trouble. I only see some objects. And if I click on them, then I only see functions again. I'm looking in _global.com.zefxis. etc, right? I guess that's where I should be looking, not the _level0 tree. Sorry John, I don't have it online. Regards, Dimitrios - Original Message - From: John Grden [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, December 21, 2005 3:11 PM Subject: Re: [FlashCoders] game slowing down - eventListener 1. Put Xray back on stage in the _level0 timeline. 2. Click on it and select the parameters tab. 3. in the Class Packages array, add Zefxis 4. Republish and try a snapshot again. This time, it should at least show you the true class names/paths. I actually realized yesterday that if the connector wasn't on stage, the ClassPath engine isn't initialized (more on that later). In the older versions of the AdminTool, it used to only do Recursive searches and it would recurse objects at the same time as movieclips. That proved to be a huge task that caused script timeout errors left and right. Now, I list objects/movieclips (including arrays), but only movieclip's get recursed. If you want to drill down through an object, just click on it, and drill down through the property inspector. So, republish after doing the above. If you have it online, do you mind if I try and look through it with Xray? Let me know, Thanks, John On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote: Hello again, I've been doing test all this time but I still haven't found what I'm looking for. I'm not able to find the actual objects. When in _global I only see class names (functions). If I view _level0 or any movieclip child I only see movieclips (I'm not using classes that extend MovieClip) e.g. _global.com shows: blitzagency (object) darronschall (object) robertpenner (object) xfactorstudio (object) zefxis (object) applications (object) games (object) control (object) List (function) ScrollBar (function) ScrollableTextBox (function) Zefxis is my package, so everything game related should be in there. If I expand any of the other objects, like applications or games, at the end all I get is functions. So no actual object instances. _level0 shows: _level0 (movieclip) appPanels (movieclip) onAppChangeFocus (function) onLoad (function) sound_manager (movieclip) And if I expand anything in the tree all I get is movieclips
Re: [FlashCoders] game slowing down - eventListener
Hello Hans, I've been testing the game with the taskmanager open for several hours. I'm not using a textfield to debug anything at the moment. The memory is going up, but not consistently. The game has many backgrounds and tilesets (complete themes) but I use only one of each theoughout my tests, to keep the parameters minimum. Sometimes the memory adds up 2MB, for no apparent reason when a level is finished and the game moves to the next level. And other times (which is more often) the memory does not increase from level to level. Also, during a level sometimes there are a few KBs added. I'm thinking that maybe objects are not garbage-collected because of the Delegates. I think this has been discussed before, but I can't recall a definate answer if this is a problem and what is a possible solution. The framework is not open source and it's not a commercial product (at least not yet). If you like, you can see a game I built with it at http://www.total-eclipse.gr/academy-of-magic-word-spells/ Dimitrios Bendilas - Original Message - From: Hans Wichman [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, December 15, 2005 12:11 PM Subject: Re: [FlashCoders] game slowing down - eventListener Have you tried opening the taskmanager to see if your memory is hogging? The game im working on slows down as well, but this is simply becoz im printin debug info to a textfield (will be replaced with xray ;)) and this takes longer to update as the contents get bigger. A game should not slow down, no matter the approach u take. As a side note is it a commercial framework/opensource etc? greetz Hans At 11:03 AM 12/15/2005, you wrote: Hello everyone, I have built a big, complex framework for creating 2D games in Flash. I have developed 2 large projects based on it and I'm experiencing a slow down as the game progresses. A while after you begin playing, things start to slow down and in 20-30 minutes the game is no more fun to play as it becomes much slower. They are both tile-based puzzle games. I'm using Flash 8 and FP8. The framework is written in AS2 and it uses a callback system for communication between classes (e.g. tileManager.onEvent = Delegate.create(this, )) The use of Delegates is very common throughout the framework. I'm using the Delegate version that supports parameters too, so I often pass complete instances of complex objects as parameters. I have tried to use .destroy() on everything I can, so that objects get deleted from memory. Do you think the framework could benefit from an eventListener-system approach instead of callbacks? Will I be able to make the slow-down dissapear or decrease? Any thoughts would be very welcome. Thanks! ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [FlashCoders] game slowing down - eventListener
Thank you for the suggestions Hans. I'm pretty sure I've taken care of all listeners and intervals and destroy them before I delete an object. The memory when it's running slower 6-7MBs more than when running fast. (46MB - 52MB) I've tried digging in with xray before, I guess I'll do it again. Any other thoughts anyone? Dimitrios - Original Message - From: Hans Wichman [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, December 15, 2005 1:39 PM Subject: Re: [FlashCoders] game slowing down - eventListener Hi, using the delegates itself should not lead to problems i think, at least i did some tests with this and garbage collection, and i didnt need to do anything special to delete delegates or something. One instance where problems might occur is for example fwhere you use Key.addListener Mouse.addListener etc and you dont remove these listeners properly. If the memory usage when the game is running slower doesnt really differ from when its running faster, you might wanna delve into your program deeper with a tool like xray or something. Another option would be to disable parts of your engine ofcourse to try and narrow it down. tough one, i'll take a look at your engine when i have the time, thanks for the link! greetz Hans At 11:39 AM 12/15/2005, you wrote: Hello Hans, I've been testing the game with the taskmanager open for several hours. I'm not using a textfield to debug anything at the moment. The memory is going up, but not consistently. The game has many backgrounds and tilesets (complete themes) but I use only one of each theoughout my tests, to keep the parameters minimum. Sometimes the memory adds up 2MB, for no apparent reason when a level is finished and the game moves to the next level. And other times (which is more often) the memory does not increase from level to level. Also, during a level sometimes there are a few KBs added. I'm thinking that maybe objects are not garbage-collected because of the Delegates. I think this has been discussed before, but I can't recall a definate answer if this is a problem and what is a possible solution. The framework is not open source and it's not a commercial product (at least not yet). If you like, you can see a game I built with it at http://www.total-eclipse.gr/academy-of-magic-word-spells/ Dimitrios Bendilas - Original Message - From: Hans Wichman [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, December 15, 2005 12:11 PM Subject: Re: [FlashCoders] game slowing down - eventListener Have you tried opening the taskmanager to see if your memory is hogging? The game im working on slows down as well, but this is simply becoz im printin debug info to a textfield (will be replaced with xray ;)) and this takes longer to update as the contents get bigger. A game should not slow down, no matter the approach u take. As a side note is it a commercial framework/opensource etc? greetz Hans At 11:03 AM 12/15/2005, you wrote: Hello everyone, I have built a big, complex framework for creating 2D games in Flash. I have developed 2 large projects based on it and I'm experiencing a slow down as the game progresses. A while after you begin playing, things start to slow down and in 20-30 minutes the game is no more fun to play as it becomes much slower. They are both tile-based puzzle games. I'm using Flash 8 and FP8. The framework is written in AS2 and it uses a callback system for communication between classes (e.g. tileManager.onEvent = Delegate.create(this, )) The use of Delegates is very common throughout the framework. I'm using the Delegate version that supports parameters too, so I often pass complete instances of complex objects as parameters. I have tried to use .destroy() on everything I can, so that objects get deleted from memory. Do you think the framework could benefit from an eventListener-system approach instead of callbacks? Will I be able to make the slow-down dissapear or decrease? Any thoughts would be very welcome. Thanks! ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [FlashCoders] game slowing down - eventListener
Hi Cedric, Thanks for answering. This is a puzzle game, so tiles do not dissapear outside the stage. They are removed with removeMovieClip when necessary. There are 20-35 tiles on the stage at the same time. Each tile is a movieclip with 10 different frames and each frame has another movieclip inside, consisting of another 9-10 frames. And then again each of the latter frames has a movieclip with an animation. At any given time a tile is static and sometimes the (last mentioned) animation plays. Even without the animation though, the game used to slow down. Everything in a tile is a vector graphic and the mother tile movieclip has cacheAsBitmap = true. I have disabled (I don't load them at all) all sounds intentionally and the memory still jumps up. Dimitrios - Original Message - From: Cedric Muller [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, December 15, 2005 2:26 PM Subject: Re: [FlashCoders] game slowing down - eventListener how do you generate the tiles ? are they removed (removeMovieClip) when going outside the boundaries of the visible area ? because such memory size must have something to do with bitmaps or sounds ?? Cedric Thank you for the suggestions Hans. I'm pretty sure I've taken care of all listeners and intervals and destroy them before I delete an object. The memory when it's running slower 6-7MBs more than when running fast. (46MB - 52MB) I've tried digging in with xray before, I guess I'll do it again. Any other thoughts anyone? Dimitrios - Original Message - From: Hans Wichman [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, December 15, 2005 1:39 PM Subject: Re: [FlashCoders] game slowing down - eventListener Hi, using the delegates itself should not lead to problems i think, at least i did some tests with this and garbage collection, and i didnt need to do anything special to delete delegates or something. One instance where problems might occur is for example fwhere you use Key.addListener Mouse.addListener etc and you dont remove these listeners properly. If the memory usage when the game is running slower doesnt really differ from when its running faster, you might wanna delve into your program deeper with a tool like xray or something. Another option would be to disable parts of your engine ofcourse to try and narrow it down. tough one, i'll take a look at your engine when i have the time, thanks for the link! greetz Hans At 11:39 AM 12/15/2005, you wrote: Hello Hans, I've been testing the game with the taskmanager open for several hours. I'm not using a textfield to debug anything at the moment. The memory is going up, but not consistently. The game has many backgrounds and tilesets (complete themes) but I use only one of each theoughout my tests, to keep the parameters minimum. Sometimes the memory adds up 2MB, for no apparent reason when a level is finished and the game moves to the next level. And other times (which is more often) the memory does not increase from level to level. Also, during a level sometimes there are a few KBs added. I'm thinking that maybe objects are not garbage-collected because of the Delegates. I think this has been discussed before, but I can't recall a definate answer if this is a problem and what is a possible solution. The framework is not open source and it's not a commercial product (at least not yet). If you like, you can see a game I built with it at http://www.total-eclipse.gr/academy-of-magic-word-spells/ Dimitrios Bendilas - Original Message - From: Hans Wichman [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, December 15, 2005 12:11 PM Subject: Re: [FlashCoders] game slowing down - eventListener Have you tried opening the taskmanager to see if your memory is hogging? The game im working on slows down as well, but this is simply becoz im printin debug info to a textfield (will be replaced with xray ;)) and this takes longer to update as the contents get bigger. A game should not slow down, no matter the approach u take. As a side note is it a commercial framework/opensource etc? greetz Hans At 11:03 AM 12/15/2005, you wrote: Hello everyone, I have built a big, complex framework for creating 2D games in Flash. I have developed 2 large projects based on it and I'm experiencing a slow down as the game progresses. A while after you begin playing, things start to slow down and in 20-30 minutes the game is no more fun to play as it becomes much slower. They are both tile-based puzzle games. I'm using Flash 8 and FP8. The framework is written in AS2 and it uses a callback system for communication between classes (e.g. tileManager.onEvent = Delegate.create(this, )) The use of Delegates is very common throughout the framework. I'm using the Delegate version that supports parameters
Re: [FlashCoders] game slowing down - eventListener
Anyone else has anything to suggest? Has anyone experienced memory build up with the use of Delegates or Proxy (with parameter support)? Thank you Dimitrios - Original Message - From: Cedric Muller [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, December 15, 2005 2:26 PM Subject: Re: [FlashCoders] game slowing down - eventListener how do you generate the tiles ? are they removed (removeMovieClip) when going outside the boundaries of the visible area ? because such memory size must have something to do with bitmaps or sounds ?? Cedric Thank you for the suggestions Hans. I'm pretty sure I've taken care of all listeners and intervals and destroy them before I delete an object. The memory when it's running slower 6-7MBs more than when running fast. (46MB - 52MB) I've tried digging in with xray before, I guess I'll do it again. Any other thoughts anyone? Dimitrios - Original Message - From: Hans Wichman [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Thursday, December 15, 2005 1:39 PM Subject: Re: [FlashCoders] game slowing down - eventListener ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Screen Capture with Flash
Hi, You can do this if you use a wrapper to make a projector (exe) file out of your .swf file. I use Zinc and I think it's absolutely great! www.multidmedia.com There are other products available but I haven't tried them. SWF studio pro is one of them I think Regards, Dimitrios - Original Message - From: Brooks Andrus [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, December 02, 2005 8:24 PM Subject: [Flashcoders] Screen Capture with Flash Does anyone know if its possible to do screen capture with a Flash Application? If so any pointers on where to get started? Thanks, Brooks ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] lil OOP question
Ok. The only thing I can think of is to have an array like this: private var properties:Array = [prop1, prop2, prop3, etc]; and check according to that. It's not very easy to maintain and not so clean probably, but it works. You probably have thought of this anyway. Regards, Dimitrios - Original Message - From: Janis Radins [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, November 30, 2005 3:50 PM Subject: Re: [Flashcoders] lil OOP question Explination to why I need this is very simple. The actual class I have looks like this: class foo { function foo(initObject:Object){ for(var i:String in initObject){ if(setter named same as i exists){ this[i] = initObject[i]; } else { trace(error, invalid value in initObject) } } } } As I allready said I have alternative solution so this is what I expected and doesnt make any problem. Thankyou for response. 2005/11/30, Dimitrios Bendilas [EMAIL PROTECTED]: Hi Janis, As far as I can see from the class declaration, this is not a dynamic class. So, why would you want to check if a property is declared? You are the one who sets the declared variables inside the class. Is there something I'm not getting? Dimitrios - Original Message - From: Janis Radins [EMAIL PROTECTED] To: Flashcoders@chattyfig.figleaf.com Sent: Wednesday, November 30, 2005 3:24 PM Subject: [Flashcoders] lil OOP question hey ppl I'm wondering is there a way to chech wether some class function exists from constructor? smthn like: class foo { function foo(){ if(this class has property named fooProperty) dothis() else doThat() } public function set fooProperty (smthn):Void { someFooProperty = smth; } } As far as I've tried it this[fooProperty] returns only undefined. I know more than one possible workaround, just this way seems to me more elegant. Tnx in advance. Janis ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Movie seems to unload?
Hey Stathi, Is it only 1 SWF? Or are you loading any other swf from inside the main one? Dimitrios - Original Message - From: Kaloudis Stathis [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, November 18, 2005 3:31 PM Subject: RE: [Flashcoders] Movie seems to unload? Please guys, any ideas?? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kaloudis Stathis Sent: Friday, November 18, 2005 11:35 AM To: Flashcoders mailing list Subject: RE: [Flashcoders] Movie seems to unload? Just a correction, the problem goes with trying to view the uploaded page and not with the uploading process. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kaloudis Stathis Sent: Friday, November 18, 2005 10:39 AM To: Flashcoders mailing list Subject: [Flashcoders] Movie seems to unload? Hi all, When I upload a movie to a server via ftp, it seems to initialy load, and then the screen goes blank, and if you right click you get a Movie not loaded message. When I open the swf or the html file that contains the swf locally, everything goes fine. Can someone explain how can this happens? Try to visit http://www.theasis.com.gr/Preview/theasis3.html to see it Please help cause I can't imagine what is causing this. Thanks. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Movie seems to unload?
There seems to be something definately wrong with the file. I took the swf in my hard drive, opened it in the standalone Flash Player and it closes as soon as it opens. It doesn't even show the stuff that you can see in the browser window. Also, I tried importing it in Flash and it cannot be imported: One or more files were not imported because there were problems reading them. Very strange... Does it function well in the IDE or the standalone Flash player? Dimitrios - Original Message - From: Kaloudis Stathis [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, November 18, 2005 4:12 PM Subject: RE: [Flashcoders] Movie seems to unload? No, guys, I'm using the flash-generated html page.. I'm really stucked with this one..And I'm sure that something is wrong with the swf file couse I get the same results when I try to access is directly. See for your selves: http://www.theasis.com.gr/Preview/theasis3.swf Regards -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dimitrios Bendilas Sent: Friday, November 18, 2005 3:40 PM To: Flashcoders mailing list Subject: Re: [Flashcoders] Movie seems to unload? Hey Stathi, Is it only 1 SWF? Or are you loading any other swf from inside the main one? Dimitrios - Original Message - From: Kaloudis Stathis [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Friday, November 18, 2005 3:31 PM Subject: RE: [Flashcoders] Movie seems to unload? Please guys, any ideas?? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kaloudis Stathis Sent: Friday, November 18, 2005 11:35 AM To: Flashcoders mailing list Subject: RE: [Flashcoders] Movie seems to unload? Just a correction, the problem goes with trying to view the uploaded page and not with the uploading process. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kaloudis Stathis Sent: Friday, November 18, 2005 10:39 AM To: Flashcoders mailing list Subject: [Flashcoders] Movie seems to unload? Hi all, When I upload a movie to a server via ftp, it seems to initialy load, and then the screen goes blank, and if you right click you get a Movie not loaded message. When I open the swf or the html file that contains the swf locally, everything goes fine. Can someone explain how can this happens? Try to visit http://www.theasis.com.gr/Preview/theasis3.html to see it Please help cause I can't imagine what is causing this. Thanks. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders