Re: [Flashcoders] RE: Images stay on memory forever?
Hi Dave, I had already replied you a few days ago, but I think the message went under a "digest" title, so you must have missed it. So again, thanks! I downloaded your example and played around with it. I don't know for flash 4, but with flash 8 it was the fact that the images were loaded and not attached that caused the memory to free. So I experimented a lot and I now know that Flash will not free memory of images that were attached via attachMovie, even if you removeMovieClip, or you send its timeline it to an empty frame or pray all night long. If anyone does not agree with this, please let me know what you know, I've been working on this 12h/day for the past week, but this still doesn't make sense to me, so I could probably be missing something. Dave, thanks again! Regards, Dimitrios - Original Message - From: "dave matthews" <[EMAIL PROTECTED]> To: Sent: Sunday, September 03, 2006 8:04 PM Subject: [Flashcoders] RE: Images stay on memory forever? here ya go Dimitrios, Posted a working example - Flash 4 .fla included - we do mobile. http://www.davidmatthews.com/dad/mem_usage_example.zip ---watch the word wrap in the URL--- Tested in player 9 and works correctly. good luck, Dave Matthews --snip--- Do you have an working example you can shared >maybe? Thanks a million! Dimitrios - Original Message - From: "dave matthews" To: Sent: Friday, September 01, 2006 4:14 PM Subject: [Flashcoders] RE: Images stay on memory forever? hi Dimitrios, Try using hard coded symbol_clips instead of the dynamically attached movies, because frame 2+ is going to contain whatever exists on keyframe one of the code created attached movie. For example, using an IDE target_clip symbol with the first occupied keyframe and the target in frame 5 will require the command "target_clip, goto (key)frame5" and loadmovie content.jpg into replacable_target_movieclip_symbol actually exists only on frame5. The loaded content.jpg can be eliminated from the player by sending the target_clip/timeline to empty keyframe1, which is a known to be an empty keyframe... thus no 'load_target' no content that replaced the 'load_target. Placing attached movieclips on different levels is more complex since we have no way to create truly empty keyframes on dynamic timelines... i think... :) we'll get it working, Dave Matthews ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] RE: Images stay on memory forever?
here ya go Dimitrios, Posted a working example - Flash 4 .fla included - we do mobile. http://www.davidmatthews.com/dad/mem_usage_example.zip ---watch the word wrap in the URL--- Tested in player 9 and works correctly. good luck, Dave Matthews --snip--- Do you have an working example you can shared >maybe? Thanks a million! Dimitrios - Original Message - From: "dave matthews" To: Sent: Friday, September 01, 2006 4:14 PM Subject: [Flashcoders] RE: Images stay on memory forever? hi Dimitrios, Try using hard coded symbol_clips instead of the dynamically attached movies, because frame 2+ is going to contain whatever exists on keyframe one of the code created attached movie. For example, using an IDE target_clip symbol with the first occupied keyframe and the target in frame 5 will require the command "target_clip, goto (key)frame5" and loadmovie content.jpg into replacable_target_movieclip_symbol actually exists only on frame5. The loaded content.jpg can be eliminated from the player by sending the target_clip/timeline to empty keyframe1, which is a known to be an empty keyframe... thus no 'load_target' no content that replaced the 'load_target. Placing attached movieclips on different levels is more complex since we have no way to create truly empty keyframes on dynamic timelines... i think... :) we'll get it working, Dave Matthews ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] RE: Images stay on memory forever?
You cannot delete a movieclip, just a reference to it. e.g. var mc = _root.ball; delete mc; the movieclip stays put and you just don't have an mc variable anymore. Dimitrios - Original Message - From: "Toby" <[EMAIL PROTECTED]> To: "'Flashcoders mailing list'" Sent: Friday, September 01, 2006 5:55 PM Subject: RE: [Flashcoders] RE: Images stay on memory forever? Here's a nbie suggestion, but can you not use 'delete'? -Original Message- From: [EMAIL PROTECTED] [mailto:flashcoders- [EMAIL PROTECTED] On Behalf Of Dimitrios Bendilas Sent: 01 September 2006 14:53 To: Flashcoders mailing list Subject: Re: [Flashcoders] RE: Images stay on memory forever? Hello Dave, Thanks for helping out with this, man. Originally my code was: n = 1; btn.onRelease = function():Void { _root["p"+n].gotoAndStop(2); _root["p"+n].removeMovieClip(); n++; } No dynamically attached symbols. Didn't work... Can you please download the .FLA and run a little test for yourself if it's not much trouble? It's at http://www.zefxis.gr/files/ImageIssue.fla I'm not sure if I understand correctly what you are saying here. The first frame of the movieclips has to be blank, their content must start from frame let's say 2, and before removing them moving their timeline to frame 1, which is blank? Is that it? I tried this and still doesn't work. Do you have an working example you can shared maybe? Thanks a million! Dimitrios - Original Message - From: "dave matthews" <[EMAIL PROTECTED]> To: Sent: Friday, September 01, 2006 4:14 PM Subject: [Flashcoders] RE: Images stay on memory forever? > hi Dimitrios, > > Try using hard coded symbol_clips instead of the dynamically attached > movies, because frame 2+ is going to contain whatever exists on > keyframe > one of the code created attached movie. > > For example, using an IDE target_clip symbol with the first occupied > keyframe and the target in frame 5 will require the command "target_clip, > goto (key)frame5" and loadmovie content.jpg into > replacable_target_movieclip_symbol actually exists only on frame5. The > loaded content.jpg can be eliminated from the player by sending the > target_clip/timeline to empty keyframe1, which is a known to be an > empty > keyframe... thus no 'load_target' no content that replaced the > 'load_target. > > Placing attached movieclips on different levels is more complex since we > have no way to create truly empty keyframes on dynamic timelines... i > think... :) > > we'll get it working, > Dave Matthews > > > -- > > Message: 8 > Date: Fri, 1 Sep 2006 11:25:13 +0300 > From: "Dimitrios Bendilas" <[EMAIL PROTECTED]> > Subject: Re: [Flashcoders] RE: Images stay on memory forever? > To: "Flashcoders mailing list" > Message-ID: <[EMAIL PROTECTED]> > Content-Type: text/plain; format=flowed; charset="iso-8859-7"; > reply-type=response > > Hi Dave, > > Thank you for your reply! > > I tried everything you described here. Unfortunately, I still got the same > problem. > I guess I'm not doing something right here... > > This is my code now: > > _root.attachMovie("p1", "p1", 10); > _root.attachMovie("p2", "p2", 20); > > n = 1; > > btn.onRelease = function():Void { > _root["p"+n].gotoAndStop(2); // frame 2 is empty > _root["p"+n].removeMovieClip(); > n++; > } > > I even tried removing the movie clip on the next frame, after calling > gotoAndStop(2). > Still the same. > > Any thoughts? > > Dimitrios > > > > - Original Message - > From: "dave matthews" <[EMAIL PROTECTED]> > To: > Sent: Thursday, August 31, 2006 11:02 PM > Subject: [Flashcoders] RE: Images stay on memory forever? > > >>hi Dimitrios, >> >>re: Anyone got any idea? >> >> We had problems last year with something similar, loading 6 layers of >> tiles in a 10 x 10 grid from the terraserver: >> http://www.davidmatthews.com/dad/07-03-05-maplicator.swf press n >> slide/pan, double click n hold slide to zoom. >> >> >> Turns out .jpg's decompress to over 3 times their size to render in the >> player. >> >> The solution we used to get rid of the memory bloat is to use loadmovie >> into target clips, which throws the previous .jpg's out of the clip >> and >> player - replacing it with the new content. >> >> For a greater number of loaded movies, when we change layers in the >> maplicator for ex
RE: [Flashcoders] RE: Images stay on memory forever?
Here's a nbie suggestion, but can you not use 'delete'? > -Original Message- > From: [EMAIL PROTECTED] [mailto:flashcoders- > [EMAIL PROTECTED] On Behalf Of Dimitrios Bendilas > Sent: 01 September 2006 14:53 > To: Flashcoders mailing list > Subject: Re: [Flashcoders] RE: Images stay on memory forever? > > Hello Dave, > > Thanks for helping out with this, man. > > Originally my code was: > n = 1; > btn.onRelease = function():Void { > _root["p"+n].gotoAndStop(2); > _root["p"+n].removeMovieClip(); > n++; > } > No dynamically attached symbols. Didn't work... > > Can you please download the .FLA and run a little test for yourself > if it's not much trouble? > It's at http://www.zefxis.gr/files/ImageIssue.fla > > I'm not sure if I understand correctly what you are saying here. > The first frame of the movieclips has to be blank, their content > must start from frame let's say 2, and before removing them > moving their timeline to frame 1, which is blank? Is that it? > I tried this and still doesn't work. > > Do you have an working example you can shared maybe? > > Thanks a million! > > Dimitrios > > > ----- Original Message - > From: "dave matthews" <[EMAIL PROTECTED]> > To: > Sent: Friday, September 01, 2006 4:14 PM > Subject: [Flashcoders] RE: Images stay on memory forever? > > > > hi Dimitrios, > > > > Try using hard coded symbol_clips instead of the dynamically attached > > movies, because frame 2+ is going to contain whatever exists on keyframe > > one of the code created attached movie. > > > > For example, using an IDE target_clip symbol with the first occupied > > keyframe and the target in frame 5 will require the command > "target_clip, > > goto (key)frame5" and loadmovie content.jpg into > > replacable_target_movieclip_symbol actually exists only on frame5. The > > loaded content.jpg can be eliminated from the player by sending the > > target_clip/timeline to empty keyframe1, which is a known to be an empty > > keyframe... thus no 'load_target' no content that replaced the > > 'load_target. > > > > Placing attached movieclips on different levels is more complex since > we > > have no way to create truly empty keyframes on dynamic timelines... i > > think... :) > > > > we'll get it working, > > Dave Matthews > > > > > > -- > > > > Message: 8 > > Date: Fri, 1 Sep 2006 11:25:13 +0300 > > From: "Dimitrios Bendilas" <[EMAIL PROTECTED]> > > Subject: Re: [Flashcoders] RE: Images stay on memory forever? > > To: "Flashcoders mailing list" > > Message-ID: <[EMAIL PROTECTED]> > > Content-Type: text/plain; format=flowed; charset="iso-8859-7"; > > reply-type=response > > > > Hi Dave, > > > > Thank you for your reply! > > > > I tried everything you described here. Unfortunately, I still got the > same > > problem. > > I guess I'm not doing something right here... > > > > This is my code now: > > > > _root.attachMovie("p1", "p1", 10); > > _root.attachMovie("p2", "p2", 20); > > > > n = 1; > > > > btn.onRelease = function():Void { > > _root["p"+n].gotoAndStop(2); // frame 2 is empty > > _root["p"+n].removeMovieClip(); > > n++; > > } > > > > I even tried removing the movie clip on the next frame, after calling > > gotoAndStop(2). > > Still the same. > > > > Any thoughts? > > > > Dimitrios > > > > > > > > - Original Message - > > From: "dave matthews" <[EMAIL PROTECTED]> > > To: > > Sent: Thursday, August 31, 2006 11:02 PM > > Subject: [Flashcoders] RE: Images stay on memory forever? > > > > > >>hi Dimitrios, > >> > >>re: Anyone got any idea? > >> > >> We had problems last year with something similar, loading 6 layers of > >> tiles in a 10 x 10 grid from the terraserver: > >> http://www.davidmatthews.com/dad/07-03-05-maplicator.swf press n > >> slide/pan, double click n hold slide to zoom. > >> > >> > >> Turns out .jpg's decompress to over 3 times their size to render in > the > >> player. > >> > >> The solution we used to get rid of the memory bloat is to use > loadmovie > >> into target clips, whic
Re: [Flashcoders] RE: Images stay on memory forever?
Hello Dave, Thanks for helping out with this, man. Originally my code was: n = 1; btn.onRelease = function():Void { _root["p"+n].gotoAndStop(2); _root["p"+n].removeMovieClip(); n++; } No dynamically attached symbols. Didn't work... Can you please download the .FLA and run a little test for yourself if it's not much trouble? It's at http://www.zefxis.gr/files/ImageIssue.fla I'm not sure if I understand correctly what you are saying here. The first frame of the movieclips has to be blank, their content must start from frame let's say 2, and before removing them moving their timeline to frame 1, which is blank? Is that it? I tried this and still doesn't work. Do you have an working example you can shared maybe? Thanks a million! Dimitrios - Original Message - From: "dave matthews" <[EMAIL PROTECTED]> To: Sent: Friday, September 01, 2006 4:14 PM Subject: [Flashcoders] RE: Images stay on memory forever? hi Dimitrios, Try using hard coded symbol_clips instead of the dynamically attached movies, because frame 2+ is going to contain whatever exists on keyframe one of the code created attached movie. For example, using an IDE target_clip symbol with the first occupied keyframe and the target in frame 5 will require the command "target_clip, goto (key)frame5" and loadmovie content.jpg into replacable_target_movieclip_symbol actually exists only on frame5. The loaded content.jpg can be eliminated from the player by sending the target_clip/timeline to empty keyframe1, which is a known to be an empty keyframe... thus no 'load_target' no content that replaced the 'load_target. Placing attached movieclips on different levels is more complex since we have no way to create truly empty keyframes on dynamic timelines... i think... :) we'll get it working, Dave Matthews -- Message: 8 Date: Fri, 1 Sep 2006 11:25:13 +0300 From: "Dimitrios Bendilas" <[EMAIL PROTECTED]> Subject: Re: [Flashcoders] RE: Images stay on memory forever? To: "Flashcoders mailing list" Message-ID: <[EMAIL PROTECTED]> Content-Type: text/plain; format=flowed; charset="iso-8859-7"; reply-type=response Hi Dave, Thank you for your reply! I tried everything you described here. Unfortunately, I still got the same problem. I guess I'm not doing something right here... This is my code now: _root.attachMovie("p1", "p1", 10); _root.attachMovie("p2", "p2", 20); n = 1; btn.onRelease = function():Void { _root["p"+n].gotoAndStop(2); // frame 2 is empty _root["p"+n].removeMovieClip(); n++; } I even tried removing the movie clip on the next frame, after calling gotoAndStop(2). Still the same. Any thoughts? Dimitrios - Original Message - From: "dave matthews" <[EMAIL PROTECTED]> To: Sent: Thursday, August 31, 2006 11:02 PM Subject: [Flashcoders] RE: Images stay on memory forever? hi Dimitrios, re: Anyone got any idea? We had problems last year with something similar, loading 6 layers of tiles in a 10 x 10 grid from the terraserver: http://www.davidmatthews.com/dad/07-03-05-maplicator.swf press n slide/pan, double click n hold slide to zoom. Turns out .jpg's decompress to over 3 times their size to render in the player. The solution we used to get rid of the memory bloat is to use loadmovie into target clips, which throws the previous .jpg's out of the clip and player - replacing it with the new content. For a greater number of loaded movies, when we change layers in the maplicator for example, we actually move to a blank frame in the target clip's timeline. By moving to a frame where the target clips no longer exist we force the player to abandon the previously loaded .jpg's along with their holder clips which also frees memory because those targets and their content are no longer anywhere in the timeline or player. Because the .jpg's are still in the browser cache (but not in the player), when the user zooms out and we move back to the empty target clips in their timeline, reloading those .jpg's is instantaneous, as they are not reoaded from the server. hth, Dave_Matthews ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] RE: Images stay on memory forever?
hi Dimitrios, Try using hard coded symbol_clips instead of the dynamically attached movies, because frame 2+ is going to contain whatever exists on keyframe one of the code created attached movie. For example, using an IDE target_clip symbol with the first occupied keyframe and the target in frame 5 will require the command "target_clip, goto (key)frame5" and loadmovie content.jpg into replacable_target_movieclip_symbol actually exists only on frame5. The loaded content.jpg can be eliminated from the player by sending the target_clip/timeline to empty keyframe1, which is a known to be an empty keyframe... thus no 'load_target' no content that replaced the 'load_target. Placing attached movieclips on different levels is more complex since we have no way to create truly empty keyframes on dynamic timelines... i think... :) we'll get it working, Dave Matthews -- Message: 8 Date: Fri, 1 Sep 2006 11:25:13 +0300 From: "Dimitrios Bendilas" <[EMAIL PROTECTED]> Subject: Re: [Flashcoders] RE: Images stay on memory forever? To: "Flashcoders mailing list" Message-ID: <[EMAIL PROTECTED]> Content-Type: text/plain; format=flowed; charset="iso-8859-7"; reply-type=response Hi Dave, Thank you for your reply! I tried everything you described here. Unfortunately, I still got the same problem. I guess I'm not doing something right here... This is my code now: _root.attachMovie("p1", "p1", 10); _root.attachMovie("p2", "p2", 20); n = 1; btn.onRelease = function():Void { _root["p"+n].gotoAndStop(2); // frame 2 is empty _root["p"+n].removeMovieClip(); n++; } I even tried removing the movie clip on the next frame, after calling gotoAndStop(2). Still the same. Any thoughts? Dimitrios ----- Original Message - From: "dave matthews" <[EMAIL PROTECTED]> To: Sent: Thursday, August 31, 2006 11:02 PM Subject: [Flashcoders] RE: Images stay on memory forever? hi Dimitrios, re: Anyone got any idea? We had problems last year with something similar, loading 6 layers of tiles in a 10 x 10 grid from the terraserver: http://www.davidmatthews.com/dad/07-03-05-maplicator.swf press n slide/pan, double click n hold slide to zoom. Turns out .jpg's decompress to over 3 times their size to render in the player. The solution we used to get rid of the memory bloat is to use loadmovie into target clips, which throws the previous .jpg's out of the clip and player - replacing it with the new content. For a greater number of loaded movies, when we change layers in the maplicator for example, we actually move to a blank frame in the target clip's timeline. By moving to a frame where the target clips no longer exist we force the player to abandon the previously loaded .jpg's along with their holder clips which also frees memory because those targets and their content are no longer anywhere in the timeline or player. Because the .jpg's are still in the browser cache (but not in the player), when the user zooms out and we move back to the empty target clips in their timeline, reloading those .jpg's is instantaneous, as they are not reoaded from the server. hth, Dave_Matthews ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] RE: Images stay on memory forever?
Hi Dave, Thank you for your reply! I tried everything you described here. Unfortunately, I still got the same problem. I guess I'm not doing something right here... This is my code now: _root.attachMovie("p1", "p1", 10); _root.attachMovie("p2", "p2", 20); n = 1; btn.onRelease = function():Void { _root["p"+n].gotoAndStop(2); // frame 2 is empty _root["p"+n].removeMovieClip(); n++; } I even tried removing the movie clip on the next frame, after calling gotoAndStop(2). Still the same. Any thoughts? Dimitrios - Original Message - From: "dave matthews" <[EMAIL PROTECTED]> To: Sent: Thursday, August 31, 2006 11:02 PM Subject: [Flashcoders] RE: Images stay on memory forever? hi Dimitrios, re: Anyone got any idea? We had problems last year with something similar, loading 6 layers of tiles in a 10 x 10 grid from the terraserver: http://www.davidmatthews.com/dad/07-03-05-maplicator.swf press n slide/pan, double click n hold slide to zoom. Turns out .jpg's decompress to over 3 times their size to render in the player. The solution we used to get rid of the memory bloat is to use loadmovie into target clips, which throws the previous .jpg's out of the clip and player - replacing it with the new content. For a greater number of loaded movies, when we change layers in the maplicator for example, we actually move to a blank frame in the target clip's timeline. By moving to a frame where the target clips no longer exist we force the player to abandon the previously loaded .jpg's along with their holder clips which also frees memory because those targets and their content are no longer anywhere in the timeline or player. Because the .jpg's are still in the browser cache (but not in the player), when the user zooms out and we move back to the empty target clips in their timeline, reloading those .jpg's is instantaneous, as they are not reoaded from the server. hth, Dave_Matthews p.s. Martin, is this true? - does the player really NOT render things placed way off stage? "Im not sure if this is still the case in fp8 but i know that in previous versions i would also move a clip to -1,-1 to stop the renderer from including it." martin -- Message: 8 Date: Thu, 31 Aug 2006 18:53:31 +0200 From: Martin Wood <[EMAIL PROTECTED]> Subject: Re: [FlashCoders] Images stay on memory forever? To: Flashcoders mailing list Message-ID: <[EMAIL PROTECTED]> Content-Type: text/plain; charset=ISO-8859-7; format=flowed Sounds perfectly normal to me, making something invisble in flash doesnt mean it will unload the content from memory, in fact it doesnt necessarily mean it wont get rendered. Im not sure if this is still the case in fp8 but i know that in previous versions i would also move a clip to -1,-1 to stop the renderer from including it. martin Dimitrios Bendilas wrote: Sorry for posting again, Anyone got any idea? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] RE: Images stay on memory forever?
p.s. Martin, is this true? - does the player really NOT render things placed way off stage? "Im not sure if this is still the case in fp8 but i know that in previous versions i would also move a clip to -1,-1 to stop the renderer from including it." im sure it *was* true back in the mists of time but i dont think it is with fp8...i dont know if it was with fp7..my memory isnt so good these days ;) In fact i remember another interesting artifact of _visible = false was when you used a non 32-bit colour depth you could still 'see' the object..well, it made the colours go a bit off. I just did a quick, fairly unscientific test in f8 and _visible = false seems to be fine in fp8. so, thats something i can now forget about. :) ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] RE: Images stay on memory forever?
hi Dimitrios, re: Anyone got any idea? We had problems last year with something similar, loading 6 layers of tiles in a 10 x 10 grid from the terraserver: http://www.davidmatthews.com/dad/07-03-05-maplicator.swf press n slide/pan, double click n hold slide to zoom. Turns out .jpg's decompress to over 3 times their size to render in the player. The solution we used to get rid of the memory bloat is to use loadmovie into target clips, which throws the previous .jpg's out of the clip and player - replacing it with the new content. For a greater number of loaded movies, when we change layers in the maplicator for example, we actually move to a blank frame in the target clip's timeline. By moving to a frame where the target clips no longer exist we force the player to abandon the previously loaded .jpg's along with their holder clips which also frees memory because those targets and their content are no longer anywhere in the timeline or player. Because the .jpg's are still in the browser cache (but not in the player), when the user zooms out and we move back to the empty target clips in their timeline, reloading those .jpg's is instantaneous, as they are not reoaded from the server. hth, Dave_Matthews p.s. Martin, is this true? - does the player really NOT render things placed way off stage? "Im not sure if this is still the case in fp8 but i know that in previous versions i would also move a clip to -1,-1 to stop the renderer from including it." martin -- Message: 8 Date: Thu, 31 Aug 2006 18:53:31 +0200 From: Martin Wood <[EMAIL PROTECTED]> Subject: Re: [FlashCoders] Images stay on memory forever? To: Flashcoders mailing list Message-ID: <[EMAIL PROTECTED]> Content-Type: text/plain; charset=ISO-8859-7; format=flowed Sounds perfectly normal to me, making something invisble in flash doesnt mean it will unload the content from memory, in fact it doesnt necessarily mean it wont get rendered. Im not sure if this is still the case in fp8 but i know that in previous versions i would also move a clip to -1,-1 to stop the renderer from including it. martin Dimitrios Bendilas wrote: Sorry for posting again, Anyone got any idea? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com