Re: [Flashcoders] RE: Images stay on memory forever?

2006-09-05 Thread Dimitrios Bendilas

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




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[Flashcoders] RE: Images stay on memory forever?

2006-09-03 Thread dave matthews

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




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Re: [Flashcoders] RE: Images stay on memory forever?

2006-09-01 Thread Dimitrios Bendilas

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?

2006-09-01 Thread Toby
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?

2006-09-01 Thread Dimitrios Bendilas

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




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[Flashcoders] RE: Images stay on memory forever?

2006-09-01 Thread dave matthews

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




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Re: [Flashcoders] RE: Images stay on memory forever?

2006-09-01 Thread Dimitrios Bendilas

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? 



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Re: [Flashcoders] RE: Images stay on memory forever?

2006-08-31 Thread Martin Wood
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. :)
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[Flashcoders] RE: Images stay on memory forever?

2006-08-31 Thread dave matthews

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?



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