Re: [Flashcoders] how to reduce CPU usage

2010-03-04 Thread Kerry Thompson
Steven Sacks wrote:

> Don't confuse the word "rendered" with the word "processed".  Rendering is
> the act of drawing pixels on the stage.  Invisible DisplayObjects are not
> rendered (though alpha 0 ones are) during the render phase, but they are
> processed.
>
> If you have 1000 invisible sprites on the stage that aren't running code,
> Flash still has to keep them in memory and process them in the display
> stack, it just doesn't have to render them.

Ok, I'm a little confused here. The way I understand it is that
sprites with any alpha, even 0, will be rendered. Sprites with
_visible == false are not rendered. Correct so far?

As far as processing (aside from rendering), any jpg or other
compressed format has to be processed--it has to be decompressed
before it can be rendered. Is an invisible (_visible == false) sprite
decompressed? Or is the Flash engine smart enough to look at the
_visible flag, and skip the decompression?

You could have a movie clip sprite with a dozen jpegs in it, or more.
I hope that Flash doesn't decompress them all if the movie clip is not
visible. I'm not quite sure what's going on under the hood there.

Cordially,

Kerry Thompson
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Re: [Flashcoders] how to reduce CPU usage

2010-03-04 Thread Steven Sacks
It only makes sense that Flash decompresses jpgs when it loads them. The visible 
property has nothing to do with that.


When you say visible = true, that would be the absolute worst time to decompress 
the image.  Imagine decompressing 1000 jpgs at once in a for loop.  Imagine when 
setting visible = true to check whether or not the Sprite contains an image 
somewhere in its child stack that has not been decompressed.  There's no way 
those are tied together.


Setting visible does one thing.  It prevents the pixels from drawing to the 
screen during the render cycle.

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Re: [Flashcoders] how to reduce CPU usage

2010-03-04 Thread Steven Sacks

On 3/4/2010 2:04 AM, Fahim Akhter wrote:
> There is a difference between invisible and not being rendered my friend,
> even if you can't see something doesn't mean its not there ;)

Your intentions are correct, even if your terminology is not.

Don't confuse the word "rendered" with the word "processed".  Rendering is the 
act of drawing pixels on the stage.  Invisible DisplayObjects are not rendered 
(though alpha 0 ones are) during the render phase, but they are processed.


If you have 1000 invisible sprites on the stage that aren't running code, Flash 
still has to keep them in memory and process them in the display stack, it just 
doesn't have to render them.

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Re: [Flashcoders] how to reduce CPU usage

2010-03-04 Thread Fahim Akhter
There is a difference between invisible and not being rendered my friend,
even if you can't see something doesn't mean its not there ;)

*Fahim Akhter* |* Software Design Engineer | White Rabbit Inc* |
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On Thu, Mar 4, 2010 at 2:43 AM, Kerry Thompson wrote:

> I'm glad you found the issue. I was about to make another
> suggestion--I will anyway, because it's a nice trick.
>
> Set the frame rate as low as you can, and still get smooth animation.
> A frame rate of about 20 fps is often good enough, and the Flash
> engine has to process fewer frame events. Movies at your local
> ciniplex only run at 24 fps, and American TV runs at just under 30 fps
> (29.97, I believe).
>
> Of course, that doesn't work for a lot of movies--sometimes you need
> the fastest frame rate you can get, especially for twitch games.
>
> Another technique I've heard of, but haven't experimented with yet, is
> to set the frame rate to 1 fps, and do all your rendering with
> updateAfterEvent. I've seen that done, and it gets some pretty
> impressive results.
>
> Cordially,
>
> Kerry Thompson
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Re: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Kerry Thompson
I'm glad you found the issue. I was about to make another
suggestion--I will anyway, because it's a nice trick.

Set the frame rate as low as you can, and still get smooth animation.
A frame rate of about 20 fps is often good enough, and the Flash
engine has to process fewer frame events. Movies at your local
ciniplex only run at 24 fps, and American TV runs at just under 30 fps
(29.97, I believe).

Of course, that doesn't work for a lot of movies--sometimes you need
the fastest frame rate you can get, especially for twitch games.

Another technique I've heard of, but haven't experimented with yet, is
to set the frame rate to 1 fps, and do all your rendering with
updateAfterEvent. I've seen that done, and it gets some pretty
impressive results.

Cordially,

Kerry Thompson
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Re: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Andrew Sinning

as in: _visible = false;

Keith Reinfeld wrote:

What's odd to me is that all of this CPU is getting used even though
these movie clips are completely invisible.




Invisible as in visible = false, or alpha = 0? Rendering alpha at anything
under 100% is quite cpu intensive.

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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Re: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Eric E. Dolecki
You could remove from the display tree or do the visible = false thing to
help out.

On Wed, Mar 3, 2010 at 4:09 PM, Keith Reinfeld wrote:

> >
> > What's odd to me is that all of this CPU is getting used even though
> > these movie clips are completely invisible.
> >
>
> Invisible as in visible = false, or alpha = 0? Rendering alpha at anything
> under 100% is quite cpu intensive.
>
> Regards,
>
> Keith Reinfeld
> Home Page: http://keithreinfeld.home.comcast.net
>
>
>
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-- 
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Interactive design and development
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RE: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Keith Reinfeld
> 
> What's odd to me is that all of this CPU is getting used even though
> these movie clips are completely invisible.
>

Invisible as in visible = false, or alpha = 0? Rendering alpha at anything
under 100% is quite cpu intensive.

Regards,

Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net



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Re: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Andrew Sinning

Things are looking much better.

I had made a really stupid interface kludge when somebody decided that 
we needed a layered-tab look.  I took the main display layer, duplicated 
it 5 times, and then used depth swapping to change the current display 
item.  We've since dropped the layered-tab look, but the structure is 
still in place.  As a quick test, I got rid of all but the most 
important display layer, and my CPU usage dropped to 12%!


What's odd to me is that all of this CPU is getting used even though 
these movie clips are completely invisible. 

The GUI does use a lot of filters, so in an earlier test I removed all 
of the filters (at runtime).  This didn't have any effect on CPU usage 
at all.


Fahim Akhter wrote:

Are you using a lot of flex components on top of each other? Is it an
animation? Be a little specific about what your doing so someone might find
a way out :)

*Fahim Akhter* |* Software Design Engineer | White Rabbit Games* | T:
+92.321.5307672 | akhter.fa...@gmail.com |
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On Thu, Mar 4, 2010 at 12:37 AM, Andrew Sinning wrote:

  

Setting the _quality to "LOW" has no effect on the CPU usage, so would this
point to some cause other than vector rendering?

The application uses a lot of memory, about 200,000K, but this would
necessarily require a lot of CPU usage, right?  Lot's of apps use way more
memory but not use so much CPU.





Mendelsohn, Michael wrote:

  

Hi Andrew...

Even though you said it might not be the renderer, I wonder if you set
the stage quality to medium, that might make a difference, as the
anti-aliasing is processor intensive.  If that degrades the text of your
textfields, you could see how the fields appear using device fonts.  Just a
thought.

- Michael M.


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Re: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Henrik Andersson

Karl DeSaulniers wrote:

Yeah, if you have any images animating, remove the caching, as it has to
cache every time it moves.
Also, if you have any listeners that can be deleted after being called,
do that as well.


Animating as in not being just moved around without changing the size, 
rotation or skew.


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Re: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Karl DeSaulniers
Yeah, if you have any images animating, remove the caching, as it has  
to cache every time it moves.
Also, if you have any listeners that can be deleted after being  
called, do that as well.



Karl


On Mar 3, 2010, at 1:37 PM, Fahim Akhter wrote:

If your application zooms into vectors and has different magnification
levels, I would not recommend caching. In all other situations  
caching works

out fine for me.

Well for example , lets say you are rendering three building (vector)  
two of

them are currently on stage ( user can see them ) the third building is
offstage but is being rendered (users cannot see it ) . Its sometimes  
wise
to just render things that you need on stage and not keep things off  
stage.


*Fahim Akhter* |* Software Design Engineer | White Rabbit Games* | T:
+92.321.5307672 | akhter.fa...@gmail.com |
http://apps.facebook.com/feline-frenzy/
My profiles: [image: Facebook] [image:
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On Thu, Mar 4, 2010 at 12:17 AM, Andrew Sinning  
wrote:



Thanks Fahim.  Could you please clarify:

We're using vector images.  How do I control if vectors oustide the  
screen

are rendered?

For reducing CPU usage, is it better to cache the images or not?   
Many of

them are being cached because we're using a lot of filter effects.
Fahim Akhter wrote:

It depends on a lot of factors, here are some from the top of my  
head:


-  Frame Rate
-  Image Raster or Vector
-  If using vector images are they cached?
-  How many vector points does the image have?
-  Are the objects on the screen only rendered or are vectors  
outside the

frame being rendered wating to come in?

Hope it helps :)

regards,
Fahim Akhter
http://www.behance.net/fahimakhter http://twitter.com/fahimakhter


On Wed, Mar 3, 2010 at 11:07 PM, Mendelsohn, Michael <
michael.mendels...@fmglobal.com> wrote:




Hi Andrew...

Even though you said it might not be the renderer, I wonder if  
you set

the
stage quality to medium, that might make a difference, as the
anti-aliasing
is processor intensive.  If that degrades the text of your  
textfields,

you
could see how the fields appear using device fonts.  Just a thought.

- Michael M.


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Re: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Fahim Akhter
Are you using a lot of flex components on top of each other? Is it an
animation? Be a little specific about what your doing so someone might find
a way out :)

*Fahim Akhter* |* Software Design Engineer | White Rabbit Games* | T:
+92.321.5307672 | akhter.fa...@gmail.com |
http://apps.facebook.com/feline-frenzy/
My profiles: [image: Facebook] [image:
LinkedIn] [image:
Flickr][image:
Twitter] [image:
devianArt]
Signature powered by WiseStamp 


On Thu, Mar 4, 2010 at 12:37 AM, Andrew Sinning wrote:

> Setting the _quality to "LOW" has no effect on the CPU usage, so would this
> point to some cause other than vector rendering?
>
> The application uses a lot of memory, about 200,000K, but this would
> necessarily require a lot of CPU usage, right?  Lot's of apps use way more
> memory but not use so much CPU.
>
>
>
>> Mendelsohn, Michael wrote:
>>
>>> Hi Andrew...
>>>
>>> Even though you said it might not be the renderer, I wonder if you set
>>> the stage quality to medium, that might make a difference, as the
>>> anti-aliasing is processor intensive.  If that degrades the text of your
>>> textfields, you could see how the fields appear using device fonts.  Just a
>>> thought.
>>>
>>> - Michael M.
>>>
>>>
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Re: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Fahim Akhter
If your application zooms into vectors and has different magnification
levels, I would not recommend caching. In all other situations caching works
out fine for me.

Well for example , lets say you are rendering three building (vector) two of
them are currently on stage ( user can see them ) the third building is
offstage but is being rendered (users cannot see it ) . Its sometimes wise
to just render things that you need on stage and not keep things off stage.

*Fahim Akhter* |* Software Design Engineer | White Rabbit Games* | T:
+92.321.5307672 | akhter.fa...@gmail.com |
http://apps.facebook.com/feline-frenzy/
My profiles: [image: Facebook] [image:
LinkedIn] [image:
Flickr][image:
Twitter] [image:
devianArt]
Signature powered by WiseStamp 


On Thu, Mar 4, 2010 at 12:17 AM, Andrew Sinning wrote:

> Thanks Fahim.  Could you please clarify:
>
> We're using vector images.  How do I control if vectors oustide the screen
> are rendered?
>
> For reducing CPU usage, is it better to cache the images or not?  Many of
> them are being cached because we're using a lot of filter effects.
> Fahim Akhter wrote:
>
>> It depends on a lot of factors, here are some from the top of my head:
>>
>> -  Frame Rate
>> -  Image Raster or Vector
>> -  If using vector images are they cached?
>> -  How many vector points does the image have?
>> -  Are the objects on the screen only rendered or are vectors outside the
>> frame being rendered wating to come in?
>>
>> Hope it helps :)
>>
>> regards,
>> Fahim Akhter
>> http://www.behance.net/fahimakhter http://twitter.com/fahimakhter
>>
>>
>> On Wed, Mar 3, 2010 at 11:07 PM, Mendelsohn, Michael <
>> michael.mendels...@fmglobal.com> wrote:
>>
>>
>>
>>> Hi Andrew...
>>>
>>> Even though you said it might not be the renderer, I wonder if you set
>>> the
>>> stage quality to medium, that might make a difference, as the
>>> anti-aliasing
>>> is processor intensive.  If that degrades the text of your textfields,
>>> you
>>> could see how the fields appear using device fonts.  Just a thought.
>>>
>>> - Michael M.
>>>
>>>
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Re: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Andrew Sinning
Setting the _quality to "LOW" has no effect on the CPU usage, so would 
this point to some cause other than vector rendering?


The application uses a lot of memory, about 200,000K, but this would 
necessarily require a lot of CPU usage, right?  Lot's of apps use way 
more memory but not use so much CPU.




Mendelsohn, Michael wrote:

Hi Andrew...

Even though you said it might not be the renderer, I wonder if you 
set the stage quality to medium, that might make a difference, as the 
anti-aliasing is processor intensive.  If that degrades the text of 
your textfields, you could see how the fields appear using device 
fonts.  Just a thought.


- Michael M.


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Re: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Andrew Sinning

Thanks Fahim.  Could you please clarify:

We're using vector images.  How do I control if vectors oustide the 
screen are rendered?


For reducing CPU usage, is it better to cache the images or not?  Many 
of them are being cached because we're using a lot of filter effects. 


Fahim Akhter wrote:

It depends on a lot of factors, here are some from the top of my head:

-  Frame Rate
-  Image Raster or Vector
-  If using vector images are they cached?
-  How many vector points does the image have?
-  Are the objects on the screen only rendered or are vectors outside the
frame being rendered wating to come in?

Hope it helps :)

regards,
Fahim Akhter
http://www.behance.net/fahimakhter http://twitter.com/fahimakhter


On Wed, Mar 3, 2010 at 11:07 PM, Mendelsohn, Michael <
michael.mendels...@fmglobal.com> wrote:

  

Hi Andrew...

Even though you said it might not be the renderer, I wonder if you set the
stage quality to medium, that might make a difference, as the anti-aliasing
is processor intensive.  If that degrades the text of your textfields, you
could see how the fields appear using device fonts.  Just a thought.

- Michael M.


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Re: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Andrew Sinning

Thanks!

Mendelsohn, Michael wrote:

Hi Andrew...

Even though you said it might not be the renderer, I wonder if you set the 
stage quality to medium, that might make a difference, as the anti-aliasing is 
processor intensive.  If that degrades the text of your textfields, you could 
see how the fields appear using device fonts.  Just a thought.

- Michael M.


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Re: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Fahim Akhter
It depends on a lot of factors, here are some from the top of my head:

-  Frame Rate
-  Image Raster or Vector
-  If using vector images are they cached?
-  How many vector points does the image have?
-  Are the objects on the screen only rendered or are vectors outside the
frame being rendered wating to come in?

Hope it helps :)

regards,
Fahim Akhter
http://www.behance.net/fahimakhter http://twitter.com/fahimakhter


On Wed, Mar 3, 2010 at 11:07 PM, Mendelsohn, Michael <
michael.mendels...@fmglobal.com> wrote:

> Hi Andrew...
>
> Even though you said it might not be the renderer, I wonder if you set the
> stage quality to medium, that might make a difference, as the anti-aliasing
> is processor intensive.  If that degrades the text of your textfields, you
> could see how the fields appear using device fonts.  Just a thought.
>
> - Michael M.
>
>
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RE: [Flashcoders] how to reduce CPU usage

2010-03-03 Thread Mendelsohn, Michael
Hi Andrew...

Even though you said it might not be the renderer, I wonder if you set the 
stage quality to medium, that might make a difference, as the anti-aliasing is 
processor intensive.  If that degrades the text of your textfields, you could 
see how the fields appear using device fonts.  Just a thought.

- Michael M.


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[Flashcoders] how to reduce CPU usage

2010-03-03 Thread Andrew Sinning
I have a Flash movie that is using 50-70% of CPU.  I've never thought of 
this as unusual, but our partner on this project finds this to be very 
high, so I'm looking into how I can reduce this.


I am using AS2 and authoring for Flash Player 8.  I'm testing under 
Windows using Firefox, but I get similar results using IE.  I have the 
current Flash Player installed.


The first thing that I looked at was any intervals or onEnterFrame 
events.  I commented out all the onEnterFrames and extended the shortest 
interval from 30ms to 300ms.  This had virtually no impact on CPU usage.


Next I looked at my skin movie.  The skin movie is a two frame movie 
containing all the major movie clips in the GUI.  If I load the skin 
movie by itself into the browser, CPU usage is 30-35%, which is high, 
but well under 50-70%.


Then I made a change so that the entire skin movie would remain 
invisible when loaded into the main movie.  This pushed the load back up 
to the 50-70% range.  So, it doesn't appear that the rendering the 
graphics layer is responsible for the high CPU usage.


There's obviously a lot more going on in the project.  Data is loaded in 
from the server.  TextFields and other place holders are created to 
accept data.  Event listeners are created.  I don't know if more detail 
would help here.


Where else should I be looking?

Thanks!
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