Hi Dimitrios,
i was reading your article and the referenced article in which it says:
Once the inner function is removed from memory (for instance if the object
to which the inner function was attached is removed), then the unique
reference to the activation object also gets deleted and the
@chattyfig.figleaf.com
Sent: Friday, October 20, 2006 9:11 PM
Subject: RE: [FlashCoders] Delegates and performance
You should look into using MTASC via FLASC to compile your games. Since
games are mostly code, you'll save yourself a ton of time by using
MTASC. The difference in compile time is astounding
PM
Subject: RE: [FlashCoders] Delegates and performance
You should look into using MTASC via FLASC to compile your games. Since
games are mostly code, you'll save yourself a ton of time by using
MTASC. The difference in compile time is astounding. MTASC compiles in
about one second when
The garbage collector will not remove references to delegates that are still
being used - only ones that are no longer being referenced by anything else.
It uses reference counting, so this will not cause any wierd
That's a great article - although I now have to go through all my code and
figure
Hi,
exactly The garbage collector will not remove references to delegates that
are still being used.
Doesnt that mean that if you already nicely set your delegates to null, you
are done?
Example:
obj.ref = Delegate.create (otherObj, otherFunc);
As long as obj.ref is in memory, otherObj and
I think the issue is that due to the use of inner functions, the parameters
stay in memory, including the execution scope object.
The scope object as well as the extra parameters might have been deleted
from the Delegate function object, but they still remain inside the inline
function.
Excuse
Hi,
i agree, but it is only true, as long as there is a reference to the inline
function.
The text seems to suggest that although the reference to the inline function
is gone, it still stays on memory.
greetz
JC
On 10/24/06, Alias™ [EMAIL PROTECTED] wrote:
I think the issue is that due to
etc..
regards,
Muzak
- Original Message -
From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Tuesday, October 24, 2006 1:52 PM
Subject: Re: [FlashCoders] Delegates and performance
Hi,
i agree, but it is only true, as long
://muzakdeezign.com/flashcoders/?q=remove%20delegate
etc..
regards,
Muzak
- Original Message -
From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Tuesday, October 24, 2006 1:52 PM
Subject: Re: [FlashCoders] Delegates
: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Tuesday, October 24, 2006 1:52 PM
Subject: Re: [FlashCoders] Delegates and performance
Hi,
i agree, but it is only true, as long as there is a reference to the
inline
function.
The text
Well, if you're not changing anything in the timeline(s) of the movie
(such as those animations or new movieclips), and you're only making a
change to the classes, then you'll definitely benefit from using FLASC
for those compiles.
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To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Friday, October 20, 2006 9:11 PM
Subject: RE: [FlashCoders] Delegates and performance
You should look into using MTASC via FLASC to compile your games. Since
games are mostly code, you'll save yourself a ton of time
By the way Dimitrios,
Your Delegate Class wouldn't compile with MTASC.
...com/zefxis/utils/Delegate.as:18: characters 3-12 : type error Local
variable redefinition : _func
Tony
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, 2006 9:08 AM
Subject: Re: [FlashCoders] Delegates and performance
By the way Dimitrios,
Your Delegate Class wouldn't compile with MTASC.
...com/zefxis/utils/Delegate.as:18: characters 3-12 : type error Local
variable redefinition : _func
Tony
You should look into using MTASC via FLASC to compile your games. Since
games are mostly code, you'll save yourself a ton of time by using
MTASC. The difference in compile time is astounding. MTASC compiles in
about one second when the IDE can take much longer.
Hello everyone,
I had a really big issue recently, when I realized that the performance of a
large-scale game
I built in Flash dropping substantially after 1/2 hour of gameplay, to the
point where
the game became wy too slow to play.
After exhausting tests I found out that this was caused
Hi,
very interesting, ill be sure to test this out!
greetz
JC
On 10/16/06, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
Hello everyone,
I had a really big issue recently, when I realized that the performance of
a large-scale game
I built in Flash dropping substantially after 1/2 hour of
regards,
Muzak
- Original Message -
From: Dimitrios Bendilas [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Monday, October 16, 2006 8:49 PM
Subject: [FlashCoders] Delegates and performance
Hello everyone,
I had a really big issue recently, when I realized
I thought this would interest quite a few people, so I wrote an article on this.
I found your post to be a good practical example of implementing
Timothee Groleau's article. Thank you.
Tony
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