Re: [FlashCoders] game slowing down - eventListener

2005-12-23 Thread Hans Wichman
tnx, but no need ;). All credits go to John for his awesome tool and his 
supercool attitude which made this tool possible.


At 07:01 PM 12/22/2005, Dimitrios Bendilas wrote:

The _global thing was Hans Wichman's idea.
Just making sure he gets the credit! ;-)


Dimitrios


- Original Message - From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 22, 2005 7:49 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Excellent!!  Thanks for letting me know D!

yeah, there's a ton a ways to get at your application with xray - setting
the _global pointer was a great/simple idea.

Thanks again D,

John

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Re: [FlashCoders] game slowing down - eventListener

2005-12-22 Thread John Grden
Did you make any headway?

On 12/22/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 John, thanks a lot for all the help!


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Re: [FlashCoders] game slowing down - eventListener

2005-12-22 Thread Dimitrios Bendilas

Yes!

I set _global.GAME = game (the object I was interested in),
so I didn't have to dig in the trees and search for that, I accessed
it directly from _global.

I actually found what was causing the delay. My Animation
class was setting some actions in the ActionManager that never got deleted
if a certain contition was met and the ActionManager stored Action objects
with parameters that built up and eventually slowed down the game. I fixed 
that

and now it runs great!

It was actually a just a tiny change: a  n  0  that had to be  n  1  
...

The fun of programming... Yeah, right!

Xray rocks by the way! I knew that already but I was lost in the tree chains
in such huge projects. Now I know what to do if I can't find easily
what I'm looking for.

Dimitrios


- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 22, 2005 6:15 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Did you make any headway?

On 12/22/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


John, thanks a lot for all the help!



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Re: [FlashCoders] game slowing down - eventListener

2005-12-22 Thread John Grden
Excellent!!  Thanks for letting me know D!

yeah, there's a ton a ways to get at your application with xray - setting
the _global pointer was a great/simple idea.

Thanks again D,

John

On 12/22/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Yes!

 I set _global.GAME = game (the object I was interested in),
 so I didn't have to dig in the trees and search for that, I accessed
 it directly from _global.

 I actually found what was causing the delay. My Animation
 class was setting some actions in the ActionManager that never got deleted
 if a certain contition was met and the ActionManager stored Action objects
 with parameters that built up and eventually slowed down the game. I fixed
 that
 and now it runs great!

 It was actually a just a tiny change: a  n  0  that had to be  n  1 
 ...
 The fun of programming... Yeah, right!

 Xray rocks by the way! I knew that already but I was lost in the tree
 chains
 in such huge projects. Now I know what to do if I can't find easily
 what I'm looking for.

 Dimitrios


 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Thursday, December 22, 2005 6:15 PM
 Subject: Re: [FlashCoders] game slowing down - eventListener


 Did you make any headway?

 On 12/22/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
 
  John, thanks a lot for all the help!
 
 
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 Flashcoders@chattyfig.figleaf.com
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--
John Grden - Blitz
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Re: [FlashCoders] game slowing down - eventListener

2005-12-22 Thread Dimitrios Bendilas

The _global thing was Hans Wichman's idea.
Just making sure he gets the credit! ;-)


Dimitrios


- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 22, 2005 7:49 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Excellent!!  Thanks for letting me know D!

yeah, there's a ton a ways to get at your application with xray - setting
the _global pointer was a great/simple idea.

Thanks again D,

John

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Flashcoders@chattyfig.figleaf.com
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Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

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

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread John Grden
1.  Put Xray back on stage in the _level0 timeline.

2.  Click on it and select the parameters tab.

3.  in the Class Packages array, add Zefxis

4.  Republish and try a snapshot again.

This time, it should at least show you the true class names/paths.  I
actually realized yesterday that if the connector wasn't on stage, the
ClassPath engine isn't initialized (more on that later).

In the older versions of the AdminTool, it used to only do Recursive
searches and it would recurse objects at the same time as movieclips.  That
proved to be a huge task that caused script timeout errors left and right.
Now, I list objects/movieclips (including arrays), but only movieclip's get
recursed.  If you want to drill down through an object, just click on it,
and drill down through the property inspector.

So, republish after doing the above.  If you have it online, do you mind if
I try and look through it with Xray?  Let me know,

Thanks,

John

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 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

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

John,

At the Class Packages array,
should I add just zefxis or com.zefxis?
Cause that's where my class package resides.

I did what you told me about the XRay component in the timeline.
The project is pretty huge (more than 150 classes) and there is
a real problem with recursive ON (it actually freezes the player)

I tried going pretty deep in the tree and then enable recursive,
but still I'm having trouble. I only see some objects. And if I click
on them, then I only see functions again.

I'm looking in _global.com.zefxis. etc, right? I guess that's where
I should be looking, not the _level0 tree.

Sorry John, I don't have it online.

Regards,
Dimitrios




- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 3:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


1.  Put Xray back on stage in the _level0 timeline.

2.  Click on it and select the parameters tab.

3.  in the Class Packages array, add Zefxis

4.  Republish and try a snapshot again.

This time, it should at least show you the true class names/paths.  I
actually realized yesterday that if the connector wasn't on stage, the
ClassPath engine isn't initialized (more on that later).

In the older versions of the AdminTool, it used to only do Recursive
searches and it would recurse objects at the same time as movieclips.  That
proved to be a huge task that caused script timeout errors left and right.
Now, I list objects/movieclips (including arrays), but only movieclip's get
recursed.  If you want to drill down through an object, just click on it,
and drill down through the property inspector.

So, republish after doing the above.  If you have it online, do you mind if
I try and look through it with Xray?  Let me know,

Thanks,

John

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


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

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread John Grden
ah, if it's under com, you're good.  It'll get searched.

The thing with global is that, you're only going to see the class
definitions (functions/props), unless it's a static class.

So, I would stick with _level0, and try to type in the path as deep as you
can recal to start the snapshot, if that makes sense.

Does that all make sense?

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 John,

 At the Class Packages array,
 should I add just zefxis or com.zefxis?
 Cause that's where my class package resides.

 I did what you told me about the XRay component in the timeline.
 The project is pretty huge (more than 150 classes) and there is
 a real problem with recursive ON (it actually freezes the player)

 I tried going pretty deep in the tree and then enable recursive,
 but still I'm having trouble. I only see some objects. And if I click
 on them, then I only see functions again.

 I'm looking in _global.com.zefxis. etc, right? I guess that's where
 I should be looking, not the _level0 tree.

 Sorry John, I don't have it online.

 Regards,
 Dimitrios




 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, December 21, 2005 3:11 PM
 Subject: Re: [FlashCoders] game slowing down - eventListener


 1.  Put Xray back on stage in the _level0 timeline.

 2.  Click on it and select the parameters tab.

 3.  in the Class Packages array, add Zefxis

 4.  Republish and try a snapshot again.

 This time, it should at least show you the true class names/paths.  I
 actually realized yesterday that if the connector wasn't on stage, the
 ClassPath engine isn't initialized (more on that later).

 In the older versions of the AdminTool, it used to only do Recursive
 searches and it would recurse objects at the same time as
 movieclips.  That
 proved to be a huge task that caused script timeout errors left and right.
 Now, I list objects/movieclips (including arrays), but only movieclip's
 get
 recursed.  If you want to drill down through an object, just click on it,
 and drill down through the property inspector.

 So, republish after doing the above.  If you have it online, do you mind
 if
 I try and look through it with Xray?  Let me know,

 Thanks,

 John

 On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
 
  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

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

At the timeline of my .fla file all I have is:

import com.zefxis.games.myGame.Application;
Application.main(_root)

Structure outlines of Application class:

class com.zefxis.games.gameName.Application {

...
...
private var game:Game;
...


private function Application() {
   // code
}

static function main(...) {
   // code
}

private function initGame():Void {
   // coce
   game = new Game(.);
}

...
...

}

So, all I want is to find the game object.
I've been playing around for hours now and I can't find it, either
inside the _level0 tree or the _global.com tree.

What you said makes sense and that's what I'm trying to do.
Go deep in the tree, copy the path and then with the new snapshot
use recursion and go even deeper. But all I find is Functions.

Thank you for helping here, John.

Dimitrios

- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 6:21 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


ah, if it's under com, you're good.  It'll get searched.

The thing with global is that, you're only going to see the class
definitions (functions/props), unless it's a static class.

So, I would stick with _level0, and try to type in the path as deep as you
can recal to start the snapshot, if that makes sense.

Does that all make sense?

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


John,

At the Class Packages array,
should I add just zefxis or com.zefxis?
Cause that's where my class package resides.

I did what you told me about the XRay component in the timeline.
The project is pretty huge (more than 150 classes) and there is
a real problem with recursive ON (it actually freezes the player)

I tried going pretty deep in the tree and then enable recursive,
but still I'm having trouble. I only see some objects. And if I click
on them, then I only see functions again.

I'm looking in _global.com.zefxis. etc, right? I guess that's where
I should be looking, not the _level0 tree.

Sorry John, I don't have it online.

Regards,
Dimitrios




- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 3:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


1.  Put Xray back on stage in the _level0 timeline.

2.  Click on it and select the parameters tab.

3.  in the Class Packages array, add Zefxis

4.  Republish and try a snapshot again.

This time, it should at least show you the true class names/paths.  I
actually realized yesterday that if the connector wasn't on stage, the
ClassPath engine isn't initialized (more on that later).

In the older versions of the AdminTool, it used to only do Recursive
searches and it would recurse objects at the same time as
movieclips.  That
proved to be a huge task that caused script timeout errors left and right.
Now, I list objects/movieclips (including arrays), but only movieclip's
get
recursed.  If you want to drill down through an object, just click on it,
and drill down through the property inspector.

So, republish after doing the above.  If you have it online, do you mind
if
I try and look through it with Xray?  Let me know,

Thanks,

John

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 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

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Hans Wichman

Hi,
all principles aside (it should work etc), cant u just put _global.gameRef 
= game; at the end of initGame, just so that u can test it?

using _global.gameRef as path, should give u a direct link to your game object.

greetz
Hans

At 06:16 PM 12/21/2005, Dimitrios Bendilas wrote:

At the timeline of my .fla file all I have is:

import com.zefxis.games.myGame.Application;
Application.main(_root)

Structure outlines of Application class:

class com.zefxis.games.gameName.Application {

...
...
private var game:Game;
...


private function Application() {
   // code
}

static function main(...) {
   // code
}

private function initGame():Void {
   // coce
   game = new Game(.);
}

...
...

}

So, all I want is to find the game object.
I've been playing around for hours now and I can't find it, either
inside the _level0 tree or the _global.com tree.

What you said makes sense and that's what I'm trying to do.
Go deep in the tree, copy the path and then with the new snapshot
use recursion and go even deeper. But all I find is Functions.

Thank you for helping here, John.

Dimitrios

- Original Message - From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 6:21 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


ah, if it's under com, you're good.  It'll get searched.

The thing with global is that, you're only going to see the class
definitions (functions/props), unless it's a static class.

So, I would stick with _level0, and try to type in the path as deep as you
can recal to start the snapshot, if that makes sense.

Does that all make sense?

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


John,

At the Class Packages array,
should I add just zefxis or com.zefxis?
Cause that's where my class package resides.

I did what you told me about the XRay component in the timeline.
The project is pretty huge (more than 150 classes) and there is
a real problem with recursive ON (it actually freezes the player)

I tried going pretty deep in the tree and then enable recursive,
but still I'm having trouble. I only see some objects. And if I click
on them, then I only see functions again.

I'm looking in _global.com.zefxis. etc, right? I guess that's where
I should be looking, not the _level0 tree.

Sorry John, I don't have it online.

Regards,
Dimitrios




- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 3:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


1.  Put Xray back on stage in the _level0 timeline.

2.  Click on it and select the parameters tab.

3.  in the Class Packages array, add Zefxis

4.  Republish and try a snapshot again.

This time, it should at least show you the true class names/paths.  I
actually realized yesterday that if the connector wasn't on stage, the
ClassPath engine isn't initialized (more on that later).

In the older versions of the AdminTool, it used to only do Recursive
searches and it would recurse objects at the same time as
movieclips.  That
proved to be a huge task that caused script timeout errors left and right.
Now, I list objects/movieclips (including arrays), but only movieclip's
get
recursed.  If you want to drill down through an object, just click on it,
and drill down through the property inspector.

So, republish after doing the above.  If you have it online, do you mind
if
I try and look through it with Xray?  Let me know,

Thanks,

John

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 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

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread John Grden
no problemo!

one thing you might do is make it a public var for now and see if it shows
up where you think it should.  That might be one reason you can't see it ;)

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 At the timeline of my .fla file all I have is:

 import com.zefxis.games.myGame.Application;
 Application.main(_root)

 Structure outlines of Application class:

 class com.zefxis.games.gameName.Application {

 ...
 ...
 private var game:Game;
 ...


 private function Application() {
 // code
 }

 static function main(...) {
 // code
 }

 private function initGame():Void {
 // coce
 game = new Game(.);
 }

 ...
 ...

 }

 So, all I want is to find the game object.
 I've been playing around for hours now and I can't find it, either
 inside the _level0 tree or the _global.com tree.

 What you said makes sense and that's what I'm trying to do.
 Go deep in the tree, copy the path and then with the new snapshot
 use recursion and go even deeper. But all I find is Functions.

 Thank you for helping here, John.

 Dimitrios

 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, December 21, 2005 6:21 PM
 Subject: Re: [FlashCoders] game slowing down - eventListener


 ah, if it's under com, you're good.  It'll get searched.

 The thing with global is that, you're only going to see the class
 definitions (functions/props), unless it's a static class.

 So, I would stick with _level0, and try to type in the path as deep as you
 can recal to start the snapshot, if that makes sense.

 Does that all make sense?

 On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
 
  John,
 
  At the Class Packages array,
  should I add just zefxis or com.zefxis?
  Cause that's where my class package resides.
 
  I did what you told me about the XRay component in the timeline.
  The project is pretty huge (more than 150 classes) and there is
  a real problem with recursive ON (it actually freezes the player)
 
  I tried going pretty deep in the tree and then enable recursive,
  but still I'm having trouble. I only see some objects. And if I click
  on them, then I only see functions again.
 
  I'm looking in _global.com.zefxis. etc, right? I guess that's where
  I should be looking, not the _level0 tree.
 
  Sorry John, I don't have it online.
 
  Regards,
  Dimitrios
 
 
 
 
  - Original Message -
  From: John Grden [EMAIL PROTECTED]
  To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
  Sent: Wednesday, December 21, 2005 3:11 PM
  Subject: Re: [FlashCoders] game slowing down - eventListener
 
 
  1.  Put Xray back on stage in the _level0 timeline.
 
  2.  Click on it and select the parameters tab.
 
  3.  in the Class Packages array, add Zefxis
 
  4.  Republish and try a snapshot again.
 
  This time, it should at least show you the true class names/paths.  I
  actually realized yesterday that if the connector wasn't on stage, the
  ClassPath engine isn't initialized (more on that later).
 
  In the older versions of the AdminTool, it used to only do Recursive
  searches and it would recurse objects at the same time as
  movieclips.  That
  proved to be a huge task that caused script timeout errors left and
 right.
  Now, I list objects/movieclips (including arrays), but only movieclip's
  get
  recursed.  If you want to drill down through an object, just click on
 it,
  and drill down through the property inspector.
 
  So, republish after doing the above.  If you have it online, do you mind
  if
  I try and look through it with Xray?  Let me know,
 
  Thanks,
 
  John
 
  On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
  
   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

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Judah Frangipane

Hi Dimirtrios,

I've had a couple issues with intervals in the past. I'm not sure why 
but sometimes they would not get deleted. This would cause build up as 
they kept getting created.


I have a enumerator class that has a process timer on it. This would 
trace out the time in milliseconds from the beginning of a process to 
the end of it. I was going to release this class but I found some 
problems with it. I'll make another attempt and try and post it in the 
next day or so.


Judah

Dimitrios Bendilas wrote:


Anyone else has anything to suggest?
Has anyone experienced memory build up
with the use of Delegates or Proxy (with parameter support)?

Thank you

Dimitrios


- Original Message - From: Cedric Muller [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 2:26 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



how do you generate the tiles ?
are they removed (removeMovieClip) when going outside the boundaries 
of the visible area ?


because such memory size must have something to do with bitmaps or 
sounds 


??
Cedric


Thank you for the suggestions Hans.

I'm pretty sure I've taken care of all listeners
and intervals and destroy them before I delete
an object.

The memory when it's running slower 6-7MBs
more than when running fast. (46MB - 52MB)

I've tried digging in with xray before, I guess
I'll do it again.

Any other thoughts anyone?

Dimitrios



- Original Message - From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener




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





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


Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

My God Hans, that's a brilliant idea!
It worked like a charm! I can finally see!


Thanks man!

Dimitrios



- Original Message - 
From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com; 
Flashcoders mailing list flashcoders@chattyfig.figleaf.com

Sent: Wednesday, December 21, 2005 7:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Hi,
all principles aside (it should work etc), cant u just put _global.gameRef 
= game; at the end of initGame, just so that u can test it?
using _global.gameRef as path, should give u a direct link to your game 
object.


greetz
Hans

At 06:16 PM 12/21/2005, Dimitrios Bendilas wrote:

At the timeline of my .fla file all I have is:

import com.zefxis.games.myGame.Application;
Application.main(_root)

Structure outlines of Application class:

class com.zefxis.games.gameName.Application {

...
...
private var game:Game;
...


private function Application() {
   // code
}

static function main(...) {
   // code
}

private function initGame():Void {
   // coce
   game = new Game(.);
}

...
...

}

So, all I want is to find the game object.
I've been playing around for hours now and I can't find it, either
inside the _level0 tree or the _global.com tree.

What you said makes sense and that's what I'm trying to do.
Go deep in the tree, copy the path and then with the new snapshot
use recursion and go even deeper. But all I find is Functions.

Thank you for helping here, John.

Dimitrios

- Original Message - From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 6:21 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


ah, if it's under com, you're good.  It'll get searched.

The thing with global is that, you're only going to see the class
definitions (functions/props), unless it's a static class.

So, I would stick with _level0, and try to type in the path as deep as you
can recal to start the snapshot, if that makes sense.

Does that all make sense?

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


John,

At the Class Packages array,
should I add just zefxis or com.zefxis?
Cause that's where my class package resides.

I did what you told me about the XRay component in the timeline.
The project is pretty huge (more than 150 classes) and there is
a real problem with recursive ON (it actually freezes the player)

I tried going pretty deep in the tree and then enable recursive,
but still I'm having trouble. I only see some objects. And if I click
on them, then I only see functions again.

I'm looking in _global.com.zefxis. etc, right? I guess that's where
I should be looking, not the _level0 tree.

Sorry John, I don't have it online.

Regards,
Dimitrios




- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 3:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


1.  Put Xray back on stage in the _level0 timeline.

2.  Click on it and select the parameters tab.

3.  in the Class Packages array, add Zefxis

4.  Republish and try a snapshot again.

This time, it should at least show you the true class names/paths.  I
actually realized yesterday that if the connector wasn't on stage, the
ClassPath engine isn't initialized (more on that later).

In the older versions of the AdminTool, it used to only do Recursive
searches and it would recurse objects at the same time as
movieclips.  That
proved to be a huge task that caused script timeout errors left and 
right.

Now, I list objects/movieclips (including arrays), but only movieclip's
get
recursed.  If you want to drill down through an object, just click on it,
and drill down through the property inspector.

So, republish after doing the above.  If you have it online, do you mind
if
I try and look through it with Xray?  Let me know,

Thanks,

John

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 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

Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

Hi Judah,

Like a profiler you mean?

I think I had seen something like this for Flash but I'm not sure.
That'll be great if you can post it.

Thanks,

Dimitrios

- Original Message - 
From: Judah Frangipane [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 7:53 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Hi Dimirtrios,

I've had a couple issues with intervals in the past. I'm not sure why 
but sometimes they would not get deleted. This would cause build up as 
they kept getting created.


I have a enumerator class that has a process timer on it. This would 
trace out the time in milliseconds from the beginning of a process to 
the end of it. I was going to release this class but I found some 
problems with it. I'll make another attempt and try and post it in the 
next day or so.


Judah

Dimitrios Bendilas wrote:


Anyone else has anything to suggest?
Has anyone experienced memory build up
with the use of Delegates or Proxy (with parameter support)?

Thank you

Dimitrios


- Original Message - From: Cedric Muller [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 2:26 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



how do you generate the tiles ?
are they removed (removeMovieClip) when going outside the boundaries 
of the visible area ?


because such memory size must have something to do with bitmaps or 
sounds 


??
Cedric


Thank you for the suggestions Hans.

I'm pretty sure I've taken care of all listeners
and intervals and destroy them before I delete
an object.

The memory when it's running slower 6-7MBs
more than when running fast. (46MB - 52MB)

I've tried digging in with xray before, I guess
I'll do it again.

Any other thoughts anyone?

Dimitrios



- Original Message - From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener




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





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




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


Re: [FlashCoders] game slowing down - eventListener

2005-12-21 Thread Dimitrios Bendilas

John, thanks a lot for all the help!

Dimitrios

- Original Message - 
From: John Grden [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 7:47 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


no problemo!

one thing you might do is make it a public var for now and see if it shows
up where you think it should.  That might be one reason you can't see it ;)

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:


At the timeline of my .fla file all I have is:

import com.zefxis.games.myGame.Application;
Application.main(_root)

Structure outlines of Application class:

class com.zefxis.games.gameName.Application {

...
...
private var game:Game;
...


private function Application() {
// code
}

static function main(...) {
// code
}

private function initGame():Void {
// coce
game = new Game(.);
}

...
...

}

So, all I want is to find the game object.
I've been playing around for hours now and I can't find it, either
inside the _level0 tree or the _global.com tree.

What you said makes sense and that's what I'm trying to do.
Go deep in the tree, copy the path and then with the new snapshot
use recursion and go even deeper. But all I find is Functions.

Thank you for helping here, John.

Dimitrios

- Original Message -
From: John Grden [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, December 21, 2005 6:21 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


ah, if it's under com, you're good.  It'll get searched.

The thing with global is that, you're only going to see the class
definitions (functions/props), unless it's a static class.

So, I would stick with _level0, and try to type in the path as deep as you
can recal to start the snapshot, if that makes sense.

Does that all make sense?

On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 John,

 At the Class Packages array,
 should I add just zefxis or com.zefxis?
 Cause that's where my class package resides.

 I did what you told me about the XRay component in the timeline.
 The project is pretty huge (more than 150 classes) and there is
 a real problem with recursive ON (it actually freezes the player)

 I tried going pretty deep in the tree and then enable recursive,
 but still I'm having trouble. I only see some objects. And if I click
 on them, then I only see functions again.

 I'm looking in _global.com.zefxis. etc, right? I guess that's where
 I should be looking, not the _level0 tree.

 Sorry John, I don't have it online.

 Regards,
 Dimitrios




 - Original Message -
 From: John Grden [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Wednesday, December 21, 2005 3:11 PM
 Subject: Re: [FlashCoders] game slowing down - eventListener


 1.  Put Xray back on stage in the _level0 timeline.

 2.  Click on it and select the parameters tab.

 3.  in the Class Packages array, add Zefxis

 4.  Republish and try a snapshot again.

 This time, it should at least show you the true class names/paths.  I
 actually realized yesterday that if the connector wasn't on stage, the
 ClassPath engine isn't initialized (more on that later).

 In the older versions of the AdminTool, it used to only do Recursive
 searches and it would recurse objects at the same time as
 movieclips.  That
 proved to be a huge task that caused script timeout errors left and
right.
 Now, I list objects/movieclips (including arrays), but only movieclip's
 get
 recursed.  If you want to drill down through an object, just click on
it,
 and drill down through the property inspector.

 So, republish after doing the above.  If you have it online, do you mind
 if
 I try and look through it with Xray?  Let me know,

 Thanks,

 John

 On 12/21/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:
 
  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

Re: [FlashCoders] game slowing down - eventListener

2005-12-17 Thread John Grden
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



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--
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Re: [FlashCoders] game slowing down - eventListener

2005-12-17 Thread John Grden
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

Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Hans Wichman

Have you tried opening the taskmanager to see if your memory is hogging?

The game im working on slows down as well, but this is simply becoz im 
printin debug info to a textfield (will be replaced with xray ;)) and this 
takes longer to update as the contents get bigger. A game should not slow 
down, no matter the approach u take.


As a side note is it a commercial framework/opensource etc?

greetz
Hans


At 11:03 AM 12/15/2005, you wrote:

Hello everyone,

I have built a big, complex framework for creating 2D games in Flash.

I have developed 2 large projects based on it and I'm experiencing
a slow down as the game progresses. A while after you begin
playing, things start to slow down and in 20-30 minutes the game
is no more fun to play as it becomes much slower. They are both
tile-based puzzle games. I'm using Flash 8 and FP8.

The framework is written in AS2 and it uses a callback system
for communication between classes (e.g. tileManager.onEvent = 
Delegate.create(this, ))


The use of Delegates is very common throughout the framework. I'm using 
the Delegate
version that supports parameters too, so I often pass complete instances 
of complex objects

as parameters.

I have tried to use .destroy() on everything I can, so that objects get 
deleted from memory.


Do you think the framework could benefit from an eventListener-system 
approach instead of callbacks?

Will I be able to make the slow-down dissapear or decrease?

Any thoughts would be very welcome.

Thanks!
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Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Dimitrios Bendilas

Hello Hans,

I've been testing the game with the taskmanager open for
several hours.

I'm not using a textfield to debug anything at the moment.

The memory is going up, but not consistently. The game has many
backgrounds and tilesets (complete themes) but I use only one of each
theoughout my tests, to keep the parameters minimum.

Sometimes the memory adds up 2MB, for no apparent reason
when a level is finished and the game moves to the next level. And other
times (which is more often) the memory does not increase from level to 
level.

Also, during a level sometimes there are a few KBs added.

I'm thinking that maybe objects are not garbage-collected because of the 
Delegates.

I think this has been discussed before, but I can't recall a definate answer
if this is a problem and what is a possible solution.

The framework is not open source and it's not a commercial product
(at least not yet).
If you like, you can see a game I built with it at
http://www.total-eclipse.gr/academy-of-magic-word-spells/

Dimitrios Bendilas


- Original Message - 
From: Hans Wichman [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 12:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Have you tried opening the taskmanager to see if your memory is hogging?

The game im working on slows down as well, but this is simply becoz im 
printin debug info to a textfield (will be replaced with xray ;)) and this 
takes longer to update as the contents get bigger. A game should not slow 
down, no matter the approach u take.


As a side note is it a commercial framework/opensource etc?

greetz
Hans


At 11:03 AM 12/15/2005, you wrote:

Hello everyone,

I have built a big, complex framework for creating 2D games in Flash.

I have developed 2 large projects based on it and I'm experiencing
a slow down as the game progresses. A while after you begin
playing, things start to slow down and in 20-30 minutes the game
is no more fun to play as it becomes much slower. They are both
tile-based puzzle games. I'm using Flash 8 and FP8.

The framework is written in AS2 and it uses a callback system
for communication between classes (e.g. tileManager.onEvent = 
Delegate.create(this, ))


The use of Delegates is very common throughout the framework. I'm using 
the Delegate
version that supports parameters too, so I often pass complete instances 
of complex objects

as parameters.

I have tried to use .destroy() on everything I can, so that objects get 
deleted from memory.


Do you think the framework could benefit from an eventListener-system 
approach instead of callbacks?

Will I be able to make the slow-down dissapear or decrease?

Any thoughts would be very welcome.

Thanks!
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Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Hans Wichman

Hi,
using the delegates itself should not lead to problems i think, at least i 
did some tests with this and garbage collection, and i didnt need to do 
anything special to delete delegates or something. One instance where 
problems might occur is for example fwhere you use Key.addListener 
Mouse.addListener etc and you dont remove these listeners properly. If the 
memory usage when the game is running slower doesnt really differ from when 
its running faster, you might wanna delve into your program deeper with a 
tool like xray or something.
Another option would be to disable parts of your engine ofcourse to try and 
narrow it down.
tough one, i'll take a look at your engine when i have the time, thanks for 
the link!


greetz
Hans



At 11:39 AM 12/15/2005, you wrote:

Hello Hans,

I've been testing the game with the taskmanager open for
several hours.

I'm not using a textfield to debug anything at the moment.

The memory is going up, but not consistently. The game has many
backgrounds and tilesets (complete themes) but I use only one of each
theoughout my tests, to keep the parameters minimum.

Sometimes the memory adds up 2MB, for no apparent reason
when a level is finished and the game moves to the next level. And other
times (which is more often) the memory does not increase from level to level.
Also, during a level sometimes there are a few KBs added.

I'm thinking that maybe objects are not garbage-collected because of the 
Delegates.

I think this has been discussed before, but I can't recall a definate answer
if this is a problem and what is a possible solution.

The framework is not open source and it's not a commercial product
(at least not yet).
If you like, you can see a game I built with it at
http://www.total-eclipse.gr/academy-of-magic-word-spells/

Dimitrios Bendilas


- Original Message - From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 12:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Have you tried opening the taskmanager to see if your memory is hogging?

The game im working on slows down as well, but this is simply becoz im 
printin debug info to a textfield (will be replaced with xray ;)) and 
this takes longer to update as the contents get bigger. A game should not 
slow down, no matter the approach u take.


As a side note is it a commercial framework/opensource etc?

greetz
Hans


At 11:03 AM 12/15/2005, you wrote:

Hello everyone,

I have built a big, complex framework for creating 2D games in Flash.

I have developed 2 large projects based on it and I'm experiencing
a slow down as the game progresses. A while after you begin
playing, things start to slow down and in 20-30 minutes the game
is no more fun to play as it becomes much slower. They are both
tile-based puzzle games. I'm using Flash 8 and FP8.

The framework is written in AS2 and it uses a callback system
for communication between classes (e.g. tileManager.onEvent = 
Delegate.create(this, ))


The use of Delegates is very common throughout the framework. I'm using 
the Delegate
version that supports parameters too, so I often pass complete instances 
of complex objects

as parameters.

I have tried to use .destroy() on everything I can, so that objects get 
deleted from memory.


Do you think the framework could benefit from an eventListener-system 
approach instead of callbacks?

Will I be able to make the slow-down dissapear or decrease?

Any thoughts would be very welcome.

Thanks!
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Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Dimitrios Bendilas

Thank you for the suggestions Hans.

I'm pretty sure I've taken care of all listeners
and intervals and destroy them before I delete
an object.

The memory when it's running slower 6-7MBs
more than when running fast. (46MB - 52MB)

I've tried digging in with xray before, I guess
I'll do it again.

Any other thoughts anyone?

Dimitrios



- Original Message - 
From: Hans Wichman [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Hi,
using the delegates itself should not lead to problems i think, at least i 
did some tests with this and garbage collection, and i didnt need to do 
anything special to delete delegates or something. One instance where 
problems might occur is for example fwhere you use Key.addListener 
Mouse.addListener etc and you dont remove these listeners properly. If the 
memory usage when the game is running slower doesnt really differ from 
when its running faster, you might wanna delve into your program deeper 
with a tool like xray or something.
Another option would be to disable parts of your engine ofcourse to try 
and narrow it down.
tough one, i'll take a look at your engine when i have the time, thanks 
for the link!


greetz
Hans



At 11:39 AM 12/15/2005, you wrote:

Hello Hans,

I've been testing the game with the taskmanager open for
several hours.

I'm not using a textfield to debug anything at the moment.

The memory is going up, but not consistently. The game has many
backgrounds and tilesets (complete themes) but I use only one of each
theoughout my tests, to keep the parameters minimum.

Sometimes the memory adds up 2MB, for no apparent reason
when a level is finished and the game moves to the next level. And other
times (which is more often) the memory does not increase from level to 
level.

Also, during a level sometimes there are a few KBs added.

I'm thinking that maybe objects are not garbage-collected because of the 
Delegates.
I think this has been discussed before, but I can't recall a definate 
answer

if this is a problem and what is a possible solution.

The framework is not open source and it's not a commercial product
(at least not yet).
If you like, you can see a game I built with it at
http://www.total-eclipse.gr/academy-of-magic-word-spells/

Dimitrios Bendilas


- Original Message - From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 12:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Have you tried opening the taskmanager to see if your memory is hogging?

The game im working on slows down as well, but this is simply becoz im 
printin debug info to a textfield (will be replaced with xray ;)) and 
this takes longer to update as the contents get bigger. A game should not 
slow down, no matter the approach u take.


As a side note is it a commercial framework/opensource etc?

greetz
Hans


At 11:03 AM 12/15/2005, you wrote:

Hello everyone,

I have built a big, complex framework for creating 2D games in Flash.

I have developed 2 large projects based on it and I'm experiencing
a slow down as the game progresses. A while after you begin
playing, things start to slow down and in 20-30 minutes the game
is no more fun to play as it becomes much slower. They are both
tile-based puzzle games. I'm using Flash 8 and FP8.

The framework is written in AS2 and it uses a callback system
for communication between classes (e.g. tileManager.onEvent = 
Delegate.create(this, ))


The use of Delegates is very common throughout the framework. I'm using 
the Delegate
version that supports parameters too, so I often pass complete instances 
of complex objects

as parameters.

I have tried to use .destroy() on everything I can, so that objects get 
deleted from memory.


Do you think the framework could benefit from an eventListener-system 
approach instead of callbacks?

Will I be able to make the slow-down dissapear or decrease?

Any thoughts would be very welcome.

Thanks!
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Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Dimitrios Bendilas

Hi Cedric,

Thanks for answering.

This is a puzzle game, so tiles do not dissapear outside
the stage. They are removed with removeMovieClip when
necessary. There are 20-35 tiles on the stage at the same time.

Each tile is a movieclip with 10 different frames and each frame
has another movieclip inside, consisting of another 9-10 frames.
And then again each of the latter frames has a movieclip with an animation.
At any given time a tile is static and sometimes the (last mentioned)
animation plays. Even without the animation though, the game used
to slow down.

Everything in a tile is a vector graphic and the mother tile movieclip
has cacheAsBitmap = true.

I have disabled (I don't load them at all) all sounds intentionally 
and the memory still jumps up.



Dimitrios

- Original Message - 
From: Cedric Muller [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 2:26 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



how do you generate the tiles ?
are they removed (removeMovieClip) when going outside the boundaries of 
the visible area ?


because such memory size must have something to do with bitmaps or 
sounds 


??
Cedric


Thank you for the suggestions Hans.

I'm pretty sure I've taken care of all listeners
and intervals and destroy them before I delete
an object.

The memory when it's running slower 6-7MBs
more than when running fast. (46MB - 52MB)

I've tried digging in with xray before, I guess
I'll do it again.

Any other thoughts anyone?

Dimitrios



- Original Message - From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



Hi,
using the delegates itself should not lead to problems i think, at 
least i did some tests with this and garbage collection, and i didnt 
need to do anything special to delete delegates or something. One 
instance where problems might occur is for example fwhere you use 
Key.addListener Mouse.addListener etc and you dont remove these 
listeners properly. If the memory usage when the game is running 
slower doesnt really differ from when its running faster, you might 
wanna delve into your program deeper with a tool like xray or 
something.
Another option would be to disable parts of your engine ofcourse to 
try and narrow it down.
tough one, i'll take a look at your engine when i have the time, 
thanks for the link!


greetz
Hans



At 11:39 AM 12/15/2005, you wrote:

Hello Hans,

I've been testing the game with the taskmanager open for
several hours.

I'm not using a textfield to debug anything at the moment.

The memory is going up, but not consistently. The game has many
backgrounds and tilesets (complete themes) but I use only one of each
theoughout my tests, to keep the parameters minimum.

Sometimes the memory adds up 2MB, for no apparent reason
when a level is finished and the game moves to the next level. And 
other
times (which is more often) the memory does not increase from level 
to level.

Also, during a level sometimes there are a few KBs added.

I'm thinking that maybe objects are not garbage-collected because of 
the Delegates.
I think this has been discussed before, but I can't recall a 
definate answer

if this is a problem and what is a possible solution.

The framework is not open source and it's not a commercial product
(at least not yet).
If you like, you can see a game I built with it at
http://www.total-eclipse.gr/academy-of-magic-word-spells/

Dimitrios Bendilas


- Original Message - From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 12:11 PM
Subject: Re: [FlashCoders] game slowing down - eventListener


Have you tried opening the taskmanager to see if your memory is 
hogging?


The game im working on slows down as well, but this is simply becoz 
im printin debug info to a textfield (will be replaced with xray 
;)) and this takes longer to update as the contents get bigger. A 
game should not slow down, no matter the approach u take.


As a side note is it a commercial framework/opensource etc?

greetz
Hans


At 11:03 AM 12/15/2005, you wrote:

Hello everyone,

I have built a big, complex framework for creating 2D games in 
Flash.


I have developed 2 large projects based on it and I'm experiencing
a slow down as the game progresses. A while after you begin
playing, things start to slow down and in 20-30 minutes the game
is no more fun to play as it becomes much slower. They are both
tile-based puzzle games. I'm using Flash 8 and FP8.

The framework is written in AS2 and it uses a callback system
for communication between classes (e.g. tileManager.onEvent = 
Delegate.create(this, ))


The use of Delegates is very common throughout the framework. I'm 
using the Delegate
version that supports parameters

Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread Dimitrios Bendilas

Anyone else has anything to suggest?
Has anyone experienced memory build up
with the use of Delegates or Proxy (with parameter support)?

Thank you

Dimitrios


- Original Message - 
From: Cedric Muller [EMAIL PROTECTED]

To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 2:26 PM
Subject: Re: [FlashCoders] game slowing down - eventListener



how do you generate the tiles ?
are they removed (removeMovieClip) when going outside the boundaries of 
the visible area ?


because such memory size must have something to do with bitmaps or 
sounds 


??
Cedric


Thank you for the suggestions Hans.

I'm pretty sure I've taken care of all listeners
and intervals and destroy them before I delete
an object.

The memory when it's running slower 6-7MBs
more than when running fast. (46MB - 52MB)

I've tried digging in with xray before, I guess
I'll do it again.

Any other thoughts anyone?

Dimitrios



- Original Message - From: Hans Wichman [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Thursday, December 15, 2005 1:39 PM
Subject: Re: [FlashCoders] game slowing down - eventListener




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Re: [FlashCoders] game slowing down - eventListener

2005-12-15 Thread John Grden
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

On 12/15/05, Dimitrios Bendilas [EMAIL PROTECTED] wrote:

 Hi Cedric,

 Thanks for answering.

 This is a puzzle game, so tiles do not dissapear outside
 the stage. They are removed with removeMovieClip when
 necessary. There are 20-35 tiles on the stage at the same time.

 Each tile is a movieclip with 10 different frames and each frame
 has another movieclip inside, consisting of another 9-10 frames.
 And then again each of the latter frames has a movieclip with an
 animation.
 At any given time a tile is static and sometimes the (last mentioned)
 animation plays. Even without the animation though, the game used
 to slow down.

 Everything in a tile is a vector graphic and the mother tile movieclip
 has cacheAsBitmap = true.

 I have disabled (I don't load them at all) all sounds intentionally
 and the memory still jumps up.


 Dimitrios

 - Original Message -
 From: Cedric Muller [EMAIL PROTECTED]
 To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Sent: Thursday, December 15, 2005 2:26 PM
 Subject: Re: [FlashCoders] game slowing down - eventListener


  how do you generate the tiles ?
  are they removed (removeMovieClip) when going outside the boundaries of
  the visible area ?
 
  because such memory size must have something to do with bitmaps or
  sounds 
 
  ??
  Cedric
 
  Thank you for the suggestions Hans.
 
  I'm pretty sure I've taken care of all listeners
  and intervals and destroy them before I delete
  an object.
 
  The memory when it's running slower 6-7MBs
  more than when running fast. (46MB - 52MB)
 
  I've tried digging in with xray before, I guess
  I'll do it again.
 
  Any other thoughts anyone?
 
  Dimitrios
 
 
 
  - Original Message - From: Hans Wichman [EMAIL PROTECTED]
  To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
  Sent: Thursday, December 15, 2005 1:39 PM
  Subject: Re: [FlashCoders] game slowing down - eventListener
 
 
  Hi,
  using the delegates itself should not lead to problems i think, at
  least i did some tests with this and garbage collection, and i didnt
  need to do anything special to delete delegates or something. One
  instance where problems might occur is for example fwhere you use
  Key.addListener Mouse.addListener etc and you dont remove these
  listeners properly. If the memory usage when the game is running
  slower doesnt really differ from when its running faster, you might
  wanna delve into your program deeper with a tool like xray or
  something.
  Another option would be to disable parts of your engine ofcourse to
  try and narrow it down.
  tough one, i'll take a look at your engine when i have the time,
  thanks for the link!
 
  greetz
  Hans
 
 
 
  At 11:39 AM 12/15/2005, you wrote:
  Hello Hans,
 
  I've been testing the game with the taskmanager open for
  several hours.
 
  I'm not using a textfield to debug anything at the moment.
 
  The memory is going up, but not consistently. The game has many
  backgrounds and tilesets (complete themes) but I use only one of each
  theoughout my tests, to keep the parameters minimum.
 
  Sometimes the memory adds up 2MB, for no apparent reason
  when a level is finished and the game moves to the next level. And
  other
  times (which is more often) the memory does not increase from level
  to level.
  Also, during a level sometimes there are a few KBs