Re: [Flashcoders] memory optimization

2008-12-11 Thread Juan Pablo Califano
On forcing a GC cycle, you can check this out:

http://www.craftymind.com/2008/04/09/kick-starting-the-garbage-collector-in-actionscript-3-with-air/

Basically, you have to call:

flash.system.System.gc();
But the article points out a couple of gotchas.


I'm not sure I understand your question about releasing unused memory that
is used by the player for rendering.


About your third question, if you mean offline, you can use the profiler
that comes with Flex Builder. It's a really fine tool for optimizing
performance and memory usage. If you mean, at runtime, I don't think it's
possible to do it natively; I don't see a relatively straight forward way to
do it in Actionscript. In principle, if you start from a root / live object,
you could recursively walk the objects tree to get to any referenced /
linked node. But the problem is that, to my knowledge, there's no way to
"unhide" every property of any given object (as there was in AS 2.0 with
ASSetPropFlags), so I'm not sure how would you iterate over an object's
fields if you can enumerate them (maybe there's something similar for AS
3.0, or maybe there's another possible approach I'm not aware of).

My two cents.


Cheers
Juan Pablo Califano



2008/12/12, Anthony Pace :
>
> Is there any way to force the GC to sweep through that works 100% of the
> time?
>
> Is there any way to release unused memory that is used by the player for
> rendering?
>
> Is there any way to get a list of all objects in memory?
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[Flashcoders] memory optimization

2008-12-11 Thread Anthony Pace
Is there any way to force the GC to sweep through that works 100% of the 
time?


Is there any way to release unused memory that is used by the player for 
rendering?


Is there any way to get a list of all objects in memory?
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Flashcoders@chattyfig.figleaf.com
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