RE: [Flashcoders] [AS3] Memory leaks unloading

2008-03-13 Thread Sunil Jolly
Hi Henry,

I've found that even if items are garbage collected in the Flash Player
memory will be necessarily be freed in the browser.

If you want to check for garbage collection you can use the Flex
Profiler (In Flex Builder 3) to check whether items are collected or
not.

What you will most likely find is that your items are being gc'd but
Flash is unable to free up the memory.

We had an application loading in a large game and trying to unload it.
Although the game was garbage collected most of the memory was not freed
up.

In the end we gave up trying to get Flash to load/unload large amounts
of data since we didn't believe it was able to release memory well
enough.

Hope that helps!

Sunil

-Original Message-
From: Henry Cooke [mailto:[EMAIL PROTECTED] 
Sent: 12 March 2008 17:25
To: Flash Coders List
Subject: Re: [Flashcoders] [AS3] Memory leaks  unloading

Wow, thanks for all the tips, guys. I forgot to mention that I was
removing all my listeners, too, but weak referencing definitely looks
useful, as does the rest of the stuff that Mr Skinner's written on
resource management. And I'll dig into my copy of Moock as soon as I
get the chance.

Thanks again! Any more suggestions welcome, of course ;)

On 12/03/2008, Matthew James Poole
[EMAIL PROTECTED] wrote:
 True, but its sounds like Henry has lots of stuff not marked for GC so
  he still has references somewhere, just a case of finding them...
Easier
  said than done


  -Original Message-
  From: [EMAIL PROTECTED]

 [mailto:[EMAIL PROTECTED] On Behalf Of
Allandt
  Bik-Elliott (Receptacle)
  Sent: 12 March 2008 16:30
  To: Flash Coders List
  Subject: Re: [Flashcoders] [AS3] Memory leaks  unloading

  as far as i know, there is no way of dumping the garbage manually -
you
  have to wait for the flash plugin to dump it once it has been marked

  you can check chapter 14 of essential actionscript 3.0 (moock) for
more
  info about that


  On 12 Mar 2008, at 15:54, Henry Cooke wrote:

   Hey all,
  
   I'm currently working on a Flash module to sit inside a larger
Flash
   site being developed by another agency. This module needs to be
loaded

   and unloaded as needed, and has a fair few library assets, quite
   substantial codebase and will be running PV3D or Away3D, so I need
to
   be very careful about destroying everything when my module is
finished

   with; the container site is pretty resource-hungry too.
  
   So, my current problem: I've built initialisation and destruction
   routines that run on Event.ADDED_TO_STAGE and
   Event.REMOVED_FROM_STAGE, and a test loader which loads and removes
my

   module. However, watching the test loader unload my module in the
   Flash Player shows no noticeable drop in memory after my
destructors
   have been called in the module and $loader.unload() has been called
in

   the test loader, so it seems like a lot o stuff is gettign stuck in
   memory.
  
   Basically, my destructors set any class variables which reference
   objects to null, which I believe should mark them for garbage
   collection, if nothing else points to them? I also do things like
   removeChild() and bitmapData.dispose() where relevant.
  
   I've compiled in XRay, which shows what you'd expect: various bits
   present on stage while my module is loaded, all gone when it's not.
  
   So I guess my questions are: does anyone know any secret voodoo
   techniques to track down memory use in the Flash player? Is there
   anything better I can be doing than just setting pointers to null?
   Back in the AS2 day, I'd suspect the _global namespace of becoming
   cluttered and just try and nuke _global[ package_name ], but dirty
   hacks like that don't exist in our shiny new AS3 world, do they?
  
   I'd be grateful if anyone can offer any advice about how to
properly
   clear up memory after unloading my module. This is my first AS3
   project, and none of my old tricks work :(
  
   Cheers,
   Henry
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   http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
  


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RE: [Flashcoders] [AS3] Memory leaks unloading

2008-03-12 Thread Matthew James Poole
You can start by using weak references for you events listeners... 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Henry
Cooke
Sent: 12 March 2008 15:55
To: Flashcoders mailing list
Subject: [Flashcoders] [AS3] Memory leaks  unloading

Hey all,

I'm currently working on a Flash module to sit inside a larger Flash
site being developed by another agency. This module needs to be loaded
and unloaded as needed, and has a fair few library assets, quite
substantial codebase and will be running PV3D or Away3D, so I need to be
very careful about destroying everything when my module is finished
with; the container site is pretty resource-hungry too.

So, my current problem: I've built initialisation and destruction
routines that run on Event.ADDED_TO_STAGE and Event.REMOVED_FROM_STAGE,
and a test loader which loads and removes my module. However, watching
the test loader unload my module in the Flash Player shows no noticeable
drop in memory after my destructors have been called in the module and
$loader.unload() has been called in the test loader, so it seems like a
lot o stuff is gettign stuck in memory.

Basically, my destructors set any class variables which reference
objects to null, which I believe should mark them for garbage
collection, if nothing else points to them? I also do things like
removeChild() and bitmapData.dispose() where relevant.

I've compiled in XRay, which shows what you'd expect: various bits
present on stage while my module is loaded, all gone when it's not.

So I guess my questions are: does anyone know any secret voodoo
techniques to track down memory use in the Flash player? Is there
anything better I can be doing than just setting pointers to null?
Back in the AS2 day, I'd suspect the _global namespace of becoming
cluttered and just try and nuke _global[ package_name ], but dirty hacks
like that don't exist in our shiny new AS3 world, do they?

I'd be grateful if anyone can offer any advice about how to properly
clear up memory after unloading my module. This is my first AS3 project,
and none of my old tricks work :(

Cheers,
Henry
___
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Re: [Flashcoders] [AS3] Memory leaks unloading

2008-03-12 Thread Allandt Bik-Elliott (Receptacle)
as far as i know, there is no way of dumping the garbage manually -  
you have to wait for the flash plugin to dump it once it has been marked


you can check chapter 14 of essential actionscript 3.0 (moock) for  
more info about that



On 12 Mar 2008, at 15:54, Henry Cooke wrote:


Hey all,

I'm currently working on a Flash module to sit inside a larger Flash
site being developed by another agency. This module needs to be loaded
and unloaded as needed, and has a fair few library assets, quite
substantial codebase and will be running PV3D or Away3D, so I need to
be very careful about destroying everything when my module is finished
with; the container site is pretty resource-hungry too.

So, my current problem: I've built initialisation and destruction
routines that run on Event.ADDED_TO_STAGE and
Event.REMOVED_FROM_STAGE, and a test loader which loads and removes my
module. However, watching the test loader unload my module in the
Flash Player shows no noticeable drop in memory after my destructors
have been called in the module and $loader.unload() has been called in
the test loader, so it seems like a lot o stuff is gettign stuck in
memory.

Basically, my destructors set any class variables which reference
objects to null, which I believe should mark them for garbage
collection, if nothing else points to them? I also do things like
removeChild() and bitmapData.dispose() where relevant.

I've compiled in XRay, which shows what you'd expect: various bits
present on stage while my module is loaded, all gone when it's not.

So I guess my questions are: does anyone know any secret voodoo
techniques to track down memory use in the Flash player? Is there
anything better I can be doing than just setting pointers to null?
Back in the AS2 day, I'd suspect the _global namespace of becoming
cluttered and just try and nuke _global[ package_name ], but dirty
hacks like that don't exist in our shiny new AS3 world, do they?

I'd be grateful if anyone can offer any advice about how to properly
clear up memory after unloading my module. This is my first AS3
project, and none of my old tricks work :(

Cheers,
Henry
___
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Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders




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Re: [Flashcoders] [AS3] Memory leaks unloading

2008-03-12 Thread Matt Muller
You should read this.

http://gskinner.com/blog/archives/2006/07/as3_resource_ma_1.html

GC doesnt happen on unloading immediately. Leave your app open for 20 mins
and see what happens...

MaTT

On Wed, Mar 12, 2008 at 4:14 PM, Matthew James Poole 
[EMAIL PROTECTED] wrote:

 You can start by using weak references for you events listeners...

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Henry
 Cooke
 Sent: 12 March 2008 15:55
 To: Flashcoders mailing list
 Subject: [Flashcoders] [AS3] Memory leaks  unloading

 Hey all,

 I'm currently working on a Flash module to sit inside a larger Flash
 site being developed by another agency. This module needs to be loaded
 and unloaded as needed, and has a fair few library assets, quite
 substantial codebase and will be running PV3D or Away3D, so I need to be
 very careful about destroying everything when my module is finished
 with; the container site is pretty resource-hungry too.

 So, my current problem: I've built initialisation and destruction
 routines that run on Event.ADDED_TO_STAGE and Event.REMOVED_FROM_STAGE,
 and a test loader which loads and removes my module. However, watching
 the test loader unload my module in the Flash Player shows no noticeable
 drop in memory after my destructors have been called in the module and
 $loader.unload() has been called in the test loader, so it seems like a
 lot o stuff is gettign stuck in memory.

 Basically, my destructors set any class variables which reference
 objects to null, which I believe should mark them for garbage
 collection, if nothing else points to them? I also do things like
 removeChild() and bitmapData.dispose() where relevant.

 I've compiled in XRay, which shows what you'd expect: various bits
 present on stage while my module is loaded, all gone when it's not.

 So I guess my questions are: does anyone know any secret voodoo
 techniques to track down memory use in the Flash player? Is there
 anything better I can be doing than just setting pointers to null?
 Back in the AS2 day, I'd suspect the _global namespace of becoming
 cluttered and just try and nuke _global[ package_name ], but dirty hacks
 like that don't exist in our shiny new AS3 world, do they?

 I'd be grateful if anyone can offer any advice about how to properly
 clear up memory after unloading my module. This is my first AS3 project,
 and none of my old tricks work :(

 Cheers,
 Henry
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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 please contact the sender immediately by telephone or return the email to
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 Virtual Universe Limited may monitor the contents of emails sent and
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 for any damage caused by viruses which may be transmitted upon receipt of
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 presented in this email are solely those of th!
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 Limited.

 Virtual Universe Limited is a company established under the laws of
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 at 28-39 The Quadrant, 135 Salusbury Road, London NW6 6RJ, United Kingdom.
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RE: [Flashcoders] [AS3] Memory leaks unloading

2008-03-12 Thread Matthew James Poole
True, but its sounds like Henry has lots of stuff not marked for GC so
he still has references somewhere, just a case of finding them... Easier
said than done 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Allandt
Bik-Elliott (Receptacle)
Sent: 12 March 2008 16:30
To: Flash Coders List
Subject: Re: [Flashcoders] [AS3] Memory leaks  unloading

as far as i know, there is no way of dumping the garbage manually - you
have to wait for the flash plugin to dump it once it has been marked

you can check chapter 14 of essential actionscript 3.0 (moock) for more
info about that


On 12 Mar 2008, at 15:54, Henry Cooke wrote:

 Hey all,

 I'm currently working on a Flash module to sit inside a larger Flash 
 site being developed by another agency. This module needs to be loaded

 and unloaded as needed, and has a fair few library assets, quite 
 substantial codebase and will be running PV3D or Away3D, so I need to 
 be very careful about destroying everything when my module is finished

 with; the container site is pretty resource-hungry too.

 So, my current problem: I've built initialisation and destruction 
 routines that run on Event.ADDED_TO_STAGE and 
 Event.REMOVED_FROM_STAGE, and a test loader which loads and removes my

 module. However, watching the test loader unload my module in the 
 Flash Player shows no noticeable drop in memory after my destructors 
 have been called in the module and $loader.unload() has been called in

 the test loader, so it seems like a lot o stuff is gettign stuck in 
 memory.

 Basically, my destructors set any class variables which reference 
 objects to null, which I believe should mark them for garbage 
 collection, if nothing else points to them? I also do things like
 removeChild() and bitmapData.dispose() where relevant.

 I've compiled in XRay, which shows what you'd expect: various bits 
 present on stage while my module is loaded, all gone when it's not.

 So I guess my questions are: does anyone know any secret voodoo 
 techniques to track down memory use in the Flash player? Is there 
 anything better I can be doing than just setting pointers to null?
 Back in the AS2 day, I'd suspect the _global namespace of becoming 
 cluttered and just try and nuke _global[ package_name ], but dirty 
 hacks like that don't exist in our shiny new AS3 world, do they?

 I'd be grateful if anyone can offer any advice about how to properly 
 clear up memory after unloading my module. This is my first AS3 
 project, and none of my old tricks work :(

 Cheers,
 Henry
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders



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have received this email in error, please contact the sender immediately by 
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copies of it on your system. Virtual Universe Limited may monitor the contents 
of emails sent and received via its network for viruses and to ensure the 
lawful and authorised use of its systems. Virtual Universe Limited will not be 
held responsible for any damage caused by viruses which may be transmitted upon 
receipt of this email or the opening of any attachment thereto. Any views or 
opinions presented in this email are solely those of th!
 e author and do not necessarily represent those of Virtual Universe Limited.

Virtual Universe Limited is a company established under the laws of England and 
Wales with registered number 03064568 and has its registered office at 1 Regent 
Street, London, SW1Y 4NW and principal place of business at 28-39 The Quadrant, 
135 Salusbury Road, London NW6 6RJ, United Kingdom. It is registered for VAT in 
the United Kingdom with number GB877113217.


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Re: [Flashcoders] [AS3] Memory leaks unloading

2008-03-12 Thread Matt Muller
I think you can use a localconnection hack to force gc.

http://blog.infidea.ws/category/as3/

On Wed, Mar 12, 2008 at 4:29 PM, Allandt Bik-Elliott (Receptacle) 
[EMAIL PROTECTED] wrote:

 as far as i know, there is no way of dumping the garbage manually -
 you have to wait for the flash plugin to dump it once it has been marked

 you can check chapter 14 of essential actionscript 3.0 (moock) for
 more info about that


 On 12 Mar 2008, at 15:54, Henry Cooke wrote:

  Hey all,
 
  I'm currently working on a Flash module to sit inside a larger Flash
  site being developed by another agency. This module needs to be loaded
  and unloaded as needed, and has a fair few library assets, quite
  substantial codebase and will be running PV3D or Away3D, so I need to
  be very careful about destroying everything when my module is finished
  with; the container site is pretty resource-hungry too.
 
  So, my current problem: I've built initialisation and destruction
  routines that run on Event.ADDED_TO_STAGE and
  Event.REMOVED_FROM_STAGE, and a test loader which loads and removes my
  module. However, watching the test loader unload my module in the
  Flash Player shows no noticeable drop in memory after my destructors
  have been called in the module and $loader.unload() has been called in
  the test loader, so it seems like a lot o stuff is gettign stuck in
  memory.
 
  Basically, my destructors set any class variables which reference
  objects to null, which I believe should mark them for garbage
  collection, if nothing else points to them? I also do things like
  removeChild() and bitmapData.dispose() where relevant.
 
  I've compiled in XRay, which shows what you'd expect: various bits
  present on stage while my module is loaded, all gone when it's not.
 
  So I guess my questions are: does anyone know any secret voodoo
  techniques to track down memory use in the Flash player? Is there
  anything better I can be doing than just setting pointers to null?
  Back in the AS2 day, I'd suspect the _global namespace of becoming
  cluttered and just try and nuke _global[ package_name ], but dirty
  hacks like that don't exist in our shiny new AS3 world, do they?
 
  I'd be grateful if anyone can offer any advice about how to properly
  clear up memory after unloading my module. This is my first AS3
  project, and none of my old tricks work :(
 
  Cheers,
  Henry
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Re: [Flashcoders] [AS3] Memory leaks unloading

2008-03-12 Thread Henry Cooke
Wow, thanks for all the tips, guys. I forgot to mention that I was
removing all my listeners, too, but weak referencing definitely looks
useful, as does the rest of the stuff that Mr Skinner's written on
resource management. And I'll dig into my copy of Moock as soon as I
get the chance.

Thanks again! Any more suggestions welcome, of course ;)

On 12/03/2008, Matthew James Poole
[EMAIL PROTECTED] wrote:
 True, but its sounds like Henry has lots of stuff not marked for GC so
  he still has references somewhere, just a case of finding them... Easier
  said than done


  -Original Message-
  From: [EMAIL PROTECTED]

 [mailto:[EMAIL PROTECTED] On Behalf Of Allandt
  Bik-Elliott (Receptacle)
  Sent: 12 March 2008 16:30
  To: Flash Coders List
  Subject: Re: [Flashcoders] [AS3] Memory leaks  unloading

  as far as i know, there is no way of dumping the garbage manually - you
  have to wait for the flash plugin to dump it once it has been marked

  you can check chapter 14 of essential actionscript 3.0 (moock) for more
  info about that


  On 12 Mar 2008, at 15:54, Henry Cooke wrote:

   Hey all,
  
   I'm currently working on a Flash module to sit inside a larger Flash
   site being developed by another agency. This module needs to be loaded

   and unloaded as needed, and has a fair few library assets, quite
   substantial codebase and will be running PV3D or Away3D, so I need to
   be very careful about destroying everything when my module is finished

   with; the container site is pretty resource-hungry too.
  
   So, my current problem: I've built initialisation and destruction
   routines that run on Event.ADDED_TO_STAGE and
   Event.REMOVED_FROM_STAGE, and a test loader which loads and removes my

   module. However, watching the test loader unload my module in the
   Flash Player shows no noticeable drop in memory after my destructors
   have been called in the module and $loader.unload() has been called in

   the test loader, so it seems like a lot o stuff is gettign stuck in
   memory.
  
   Basically, my destructors set any class variables which reference
   objects to null, which I believe should mark them for garbage
   collection, if nothing else points to them? I also do things like
   removeChild() and bitmapData.dispose() where relevant.
  
   I've compiled in XRay, which shows what you'd expect: various bits
   present on stage while my module is loaded, all gone when it's not.
  
   So I guess my questions are: does anyone know any secret voodoo
   techniques to track down memory use in the Flash player? Is there
   anything better I can be doing than just setting pointers to null?
   Back in the AS2 day, I'd suspect the _global namespace of becoming
   cluttered and just try and nuke _global[ package_name ], but dirty
   hacks like that don't exist in our shiny new AS3 world, do they?
  
   I'd be grateful if anyone can offer any advice about how to properly
   clear up memory after unloading my module. This is my first AS3
   project, and none of my old tricks work :(
  
   Cheers,
   Henry
   ___
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   Flashcoders@chattyfig.figleaf.com
   http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
  


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 not the intended recipient any use, copying or disclosure of this e-mail to 
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 and remedies against any person or entity making any such unauthorised use. 
 If you have received this email in error, please contact the sender 
 immediately by telephone or return the email to the sender and then delete 
 this email and any copies of it on your system. Virtual Universe Limited may 
 monitor the contents of emails sent and received via its network for viruses 
 and to ensure the lawful and authorised use of its systems. Virtual Universe 
 Limited will not be held responsible for any damage caused by viruses which 
 may be transmitted upon receipt of this email or the opening of any 
 attachment thereto. Any views or opinions presented in this email are solely 
 those of!
  th!
   e author and do not necessarily represent those of Virtual Universe Limited.

  Virtual Universe Limited is a company established under the laws of England 
 and Wales with registered number 03064568 and has its registered office at 1 
 Regent

Re: [Flashcoders] [AS3] Memory leaks unloading

2008-03-12 Thread EECOLOR
In Flex Builder 3 they have added the profiler. You can use that to take
snapshots of your application and inspects its memory use, instantiated
objects etc.


Greetz Erik

On 3/12/08, Henry Cooke [EMAIL PROTECTED] wrote:

 Wow, thanks for all the tips, guys. I forgot to mention that I was
 removing all my listeners, too, but weak referencing definitely looks
 useful, as does the rest of the stuff that Mr Skinner's written on
 resource management. And I'll dig into my copy of Moock as soon as I
 get the chance.

 Thanks again! Any more suggestions welcome, of course ;)


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