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" <flashcoders@chattyfig.figleaf.com>
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" <flashcoders@chattyfig.figleaf.com>
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" <flashcoders@chattyfig.figleaf.com>
> 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
>



--
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