My project on flash CS4 is getting larger, the .fla file is 55 MB and the .swf is 30 MB, I am now trying to export my movie or test it, neither of that works now, I am completely unable to run my project, help!?
does flash cs4 has limits to what it can handle in one movie?
If it is a memory problem, can I increase the memory allocated for flash to run or test movie?
Related
I want to load a ludicrous, binary glTF object with only a few polygons (~250), and a huge texture of size 10,000 x 5,500 pixels. The file is "only" 20MB in size.
When I load it using Three.js, Chrome hangs in its entirety for nearly 15 seconds. When looking in the profiler, pretty much nothing is going on during the freezing time.
If you want to load the file yourself, you can download it at https://phychi.com/uni/threejs/models/freezing-monster.glb, and the whole scene can be visited at https://phychi.com/uni/threejs/ (until I've found a solution or given up).
The behavior stays the same, whether I call GLTFLoader.load(), GLTFLoader.loadAsync(), or create my own Promise, and call .then(addToScene), without any awaits.
Does somebody have a magical solution? Or if not, how could I profile it more efficiently, seeing the internal calls? Or should I just open a bug report for Chrome/Three.js?
PS: Windows 10 Personal, Ryzen 5 2600, 32 GB RAM, RX 580 8GB.
The issue should be resolved by upgrading the library to r135(the current release).
The releases r133 and r134 have a change that introduced a performance regression on Windows when using sRGB encoded textures.
Can you please point out if there's a possible memory leak in this AS3 code? A user of this program is saying that there seems to be a memory leak.
function startCountdownToTargetDateTime is called after the program started and loaded user prefs XML file. The program is swf and is loaded into PowerPoint. The user said he ran it for the whole night and it reached 1.8 GB of RAM and crashed PowerPoint.
Flash Audio Player: I have an audio file which is 6 hours long, i am not able to seek audio beyond (03:22:54) is there is memory limitation to seek play beyond this 12173943 milliseconds?
Apparently, some kind of limitation exists. AS3 fails to seek past 12173943 milliseconds, while AS2 does seek past this point, but with less precision. See this question on SO for further details. I'm not aware of any workaround barring splitting the file into chunks smaller than 12000 seconds.
I'm recording video from a webcam with Flash, saving it on an Adobe (Flash) Media Server
What are all the things that can contribute to a choppy video full of missing frames? What do I need to adjust to fix this, or what can contribute to the problem?
The server is an Amazon Web Services Medium (M1) EC2 instance. 2 ghz processor, with 3.75gb RAM Looking on the admin console for AMS, The server is never getting maxed out in terms of RAM or CPU percentage
Bandwidth is never over 4mb.
The flash recorder captures at 320x240 at 15fps
I used setQuality(0,100) on the camera. I can still make out individual "pixels" when viewing my recording, but it isn't bad
Server has nothing to do with this. If the computer running the Flash file can't keep up, then you get dropped frames. You basically have 1000/stage.framerate ms to run every calculation for every frame. If your application is running at 30 fps, that is roughly 33ms per frame. You need to make sure everything that needs to happen on each frame can run in that amount of time, which is obviously difficult/impossible to do with the wide range of hardware out there.
Additionally, 15fps itself is too low. The low-end threshhold for what the human eye can perceive as motion is around 24 fps. So at 15fps, you will notice choppiness. Ideally, you want to record at 30fps, which is near the is about where the human eye stops being able to distinguish individual frames.
I am building an app in flash cs6 that is very video based... I am using a lot of videos and images....now When I debug it I get 68 mb of file size and in task manager it uses from 70 mb to - 150 mb of ram which is a lot... can anybody give me any suggestions help on how to better memory manage the app....I have a lot of stuff embedded
these are the things I am already doing..
I am using FLV videos at 1024 * 768 there are about 15-20 of the videos and each is about 1 mb to - 6 mb each
I am using addChld and removeChild so each time a video finishes playing I get rid of it..i also remove its even listeners
-I am using all png images
I am also removing sounds after they finish playing
Try it on youre device it may take less ram.