Re: [FlashCoders] game slowing down - eventListener

2005-12-23 Thread Hans Wichman
tnx, but no need ;). All credits go to John for his awesome tool and his 
supercool attitude which made this tool possible.


At 07:01 PM 12/22/2005, Dimitrios Bendilas wrote:

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" 
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

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Re: [FlashCoders] game slowing down - eventListener

2005-12-22 Thread Dimitrios Bendilas

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" 
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

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Re: [FlashCoders] game slowing down - eventListener

2005-12-22 Thread John Grden
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

On 12/22/05, Dimitrios Bendilas <[EMAIL PROTECTED]> wrote:
>
> 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" 
> 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!
> >
> >
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> Flashcoders mailing list
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> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
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>
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--
John Grden - Blitz
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Re: [FlashCoders] game slowing down - eventListener

2005-12-22 Thread Dimitrios Bendilas

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" 
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!



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Re: [FlashCoders] game slowing down - eventListener

2005-12-22 Thread John Grden
Did you make any headway?

On 12/22/05, Dimitrios Bendilas <[EMAIL PROTECTED]> wrote:
>
> John, thanks a lot for all the help!
>
>
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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

John, thanks a lot for all the help!

Dimitrios

- Original Message - 
From: "John Grden" <[EMAIL PROTECTED]>

To: "Flashcoders mailing list" 
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" 
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" 
> 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)
> > ap

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

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" 
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" 
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" 
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener




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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

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 mailing list" 

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" 
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" 
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 the

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Judah Frangipane

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" 
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" 
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener




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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread John Grden
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" 
> 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" 
> > 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

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Hans Wichman

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" 
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" 
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 

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

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" 
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" 
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

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread John Grden
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" 
> 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" 
> > 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 su

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

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" 
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" 
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" 
> 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 se

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread John Grden
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" 
> 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" 
> > 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 wa

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

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" 
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" 
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.sol

Re: [FlashCoders] game slowing down - eventListener

2005-12-17 Thread John Grden
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" 
> 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 PROTECTED]>
> > To: "Flashcoders mailing list" 
> > Sent: Thursday, December 15, 2005 5:35 PM
> > Subject: Re: [FlashCoders] game slowing down - eventListener
> >
> >
> > Hey Dimitrios, I know this might be covering something you already
> > understand, but thought to say it outloud just in case.  An object lives
> > as
> > long as there is reference to it in memory.
> >
> > So, in this scenario below "obj" lives on even though I've tried to
> delete
> > the original reference to it ("tt" is Xray

Re: [FlashCoders] game slowing down - eventListener

2005-12-17 Thread MyName
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" 
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 PROTECTED]>
To: "Flashcoders mailing list" 
Sent: Thursday, December 15, 2005 5:35 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Hey Dimitrios, I know this might be covering something you already
understand, but thought to say it outloud just in case.  An object lives
as
long as there is reference to it in memory.

So, in this scenario below "obj" lives on even though I've tried to delete
the original reference to it ("tt" is Xray's trace method):

var obj:Object = new Object();
obj.prop = "here";
var a = obj;
var b = a;
tt("all: obj/a/b", obj, a, b);

delete obj;
tt("delete obj: obj/a/b", obj, a, b);

delete a;
tt("delete a: obj/a/b", obj, a, b);

delete b;
tt("delete b: obj/a/b", obj, a, b);
//

Which traces  out

//
(41) all: obj/a/b:
  prop = here


  prop = here


  prop = here


(41) delete obj: obj/a/b: undefined ::
  prop = here


  prop = here


(41) delete a: obj/a/b: undefined :: undefined ::
  prop = here


(42) delete b: obj/a/b: undefined :: undefined :: undefined

With a tile based game and all the possible references you're probably
running, you might have to take a closer look at how objects are being
destroyed for garbage collection.  You can easily see if they're still
alive
using xray as well as delete them at runtime using the execute panel with
xray to see if that helps your memory issues a performance.  Also, try
changing the visibility of your movieclips at runtime with Xray or movie
items off stage one at a time at runtime to see who's

Re: [FlashCoders] game slowing down - eventListener

2005-12-17 Thread John Grden
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 PROTECTED]>
> To: "Flashcoders mailing list" 
> Sent: Thursday, December 15, 2005 5:35 PM
> Subject: Re: [FlashCoders] game slowing down - eventListener
>
>
> Hey Dimitrios, I know this might be covering something you already
> understand, but thought to say it outloud just in case.  An object lives
> as
> long as there is reference to it in memory.
>
> So, in this scenario below "obj" lives on even though I've tried to delete
> the original reference to it ("tt" is Xray's trace method):
>
> var obj:Object = new Object();
> obj.prop = "here";
> var a = obj;
> var b = a;
> tt("all: obj/a/b", obj, a, b);
>
> delete obj;
> tt("delete obj: obj/a/b", obj, a, b);
>
> delete a;
> tt("delete a: obj/a/b", obj, a, b);
>
> delete b;
> tt("delete b: obj/a/b", obj, a, b);
> //
>
> Which traces  out
>
> //
> (41) all: obj/a/b:
>   prop = here
>
>
>   prop = here
>
>
>   prop = here
>
>
> (41) delete obj: obj/a/b: undefined ::
>   prop = here
>
>
>   prop = here
>
>
> (41) delete a: obj/a/b: undefined :: undefined ::
>   prop = here
>
>
> (42) delete b: obj/a/b: undefined :: undefined :: undefined
>
> With a tile based game and all the possible references you're probably
> running, you might have to take a closer look at how objects are being
> destroyed for garbage collection.  You can easily see if they're still
> alive
> using xray as well as delete them at runtime using the execute panel with
> xray to see if that helps your memory issues a performance.  Also, try
> changing the visibility of your movieclips at runtime with Xray or movie
> items off stage one at a time at runtime to see who's hoggin' the CPU etc.
>
> Check out the video on the Property Inspector for xray for working with
> objects/movieclips at runtime:
>
> http://labs.blitzagency.com/wp-content/xray/videos/tutorials/indexFlash.html#Overview.propertyInspectorOverview
>
>
>
> ___
> Flashcoders mailing list
> Flashcoders@chattyfig.figleaf.com
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>



--
John Grden - Blitz
___
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Flashcoders@chattyfig.figleaf.com
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Re: [FlashCoders] game slowing down - eventListener

2005-12-17 Thread Dimitrios Bendilas

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 PROTECTED]>

To: "Flashcoders mailing list" 
Sent: Thursday, December 15, 2005 5:35 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Hey Dimitrios, I know this might be covering something you already
understand, but thought to say it outloud just in case.  An object lives as
long as there is reference to it in memory.

So, in this scenario below "obj" lives on even though I've tried to delete
the original reference to it ("tt" is Xray's trace method):

var obj:Object = new Object();
obj.prop = "here";
var a = obj;
var b = a;
tt("all: obj/a/b", obj, a, b);

delete obj;
tt("delete obj: obj/a/b", obj, a, b);

delete a;
tt("delete a: obj/a/b", obj, a, b);

delete b;
tt("delete b: obj/a/b", obj, a, b);
//

Which traces  out

//
(41) all: obj/a/b:
 prop = here


 prop = here


 prop = here


(41) delete obj: obj/a/b: undefined ::
 prop = here


 prop = here


(41) delete a: obj/a/b: undefined :: undefined ::
 prop = here


(42) delete b: obj/a/b: undefined :: undefined :: undefined

With a tile based game and all the possible references you're probably
running, you might have to take a closer look at how objects are being
destroyed for garbage collection.  You can easily see if they're still alive
using xray as well as delete them at runtime using the execute panel with
xray to see if that helps your memory issues a performance.  Also, try
changing the visibility of your movieclips at runtime with Xray or movie
items off stage one at a time at runtime to see who's hoggin' the CPU etc.

Check out the video on the Property Inspector for xray for working with
objects/movieclips at runtime:
http://labs.blitzagency.com/wp-content/xray/videos/tutorials/indexFlash.html#Overview.propertyInspectorOverview



___
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Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread John Grden
Hey Dimitrios, I know this might be covering something you already
understand, but thought to say it outloud just in case.  An object lives as
long as there is reference to it in memory.

So, in this scenario below "obj" lives on even though I've tried to delete
the original reference to it ("tt" is Xray's trace method):

var obj:Object = new Object();
obj.prop = "here";
var a = obj;
var b = a;
tt("all: obj/a/b", obj, a, b);

delete obj;
tt("delete obj: obj/a/b", obj, a, b);

delete a;
tt("delete a: obj/a/b", obj, a, b);

delete b;
tt("delete b: obj/a/b", obj, a, b);
//

Which traces  out

//
(41) all: obj/a/b:
  prop = here


  prop = here


  prop = here


(41) delete obj: obj/a/b: undefined ::
  prop = here


  prop = here


(41) delete a: obj/a/b: undefined :: undefined ::
  prop = here


(42) delete b: obj/a/b: undefined :: undefined :: undefined

With a tile based game and all the possible references you're probably
running, you might have to take a closer look at how objects are being
destroyed for garbage collection.  You can easily see if they're still alive
using xray as well as delete them at runtime using the execute panel with
xray to see if that helps your memory issues a performance.  Also, try
changing the visibility of your movieclips at runtime with Xray or movie
items off stage one at a time at runtime to see who's hoggin' the CPU etc.

Check out the video on the Property Inspector for xray for working with
objects/movieclips at runtime:
http://labs.blitzagency.com/wp-content/xray/videos/tutorials/indexFlash.html#Overview.propertyInspectorOverview

On 12/15/05, Dimitrios Bendilas <[EMAIL PROTECTED]> wrote:
>
> 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" 
> 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" 
> >> 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

Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Dimitrios Bendilas

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" 
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" 
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener




___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
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Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Dimitrios Bendilas

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" 
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" 
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" 
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 

Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Cedric Muller

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" 
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" 
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!
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Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Dimitrios Bendilas

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" 
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" 
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!
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http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


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Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Hans Wichman

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" 
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!
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Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Dimitrios Bendilas

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" 
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!
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Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Hans Wichman

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!
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[FlashCoders] game slowing down - eventListener

2005-12-15 Thread Dimitrios Bendilas
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!
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