Minimize memory usage with a multi-frame MovieClip - actionscript-3

I have a MovieClip in Flash with 100 frames. Each frame contains a certain icon I need to use in a project. I create instances of this icon MovieClip wherever I need an icon to appear, and gotoAndStop to a certain frame to display that icon.
Will storing a 100 icons in a single movieclip cause every single icon to be created in memory whenever I create an instance of the MovieClip? If I stored each icon in the library and attached only the icon that is needed, would that consume less memory than creating this MovieClip that has all the icons in it?

To answer your question: When you go to a frame with an icon on it, Flash will create a new instance of that icon. When you leave that frame, Flash will make that icon eligible for garbage collection, unless you force it to hold the instance in memory somehow, such as using addEvenListener where the method that is the listener is the icon or somewhere inside it.
I think the memory usage is likely to be higher for the goToAndStop vs. the new instance. If you are not experiencing problems with goToAndStop(), you are unlikely to experience additional issues by instantiating a new icon each time you switch from one icon to another. The other people who have answered are quite right that you will use fewer CPU cycles by instantiating all the icons only once (by whatever method), and then simply using the same one every time you use that icon. However, your overall memory footprint will be higher, because you will have all of the icons (even ones you are not currently using) in memory all the time.
If you want to go the route of only instantiating each on once, I'd suggest you go with Lazy Loading, where you only instantiate each icon when it is first used. One way to do this is to use what you already have and visit the frame the first time you want to use a specific icon, then store the BitmapData or a reference to the icon itself after that and reuse it. Another way is to build a swc and use a similar pattern.
None of this requires a static variable BTW, since it sounds like you're not using tons of different copies of your icon MC. Even if you are, it's probably better to handle referencing the icons you have through dependency injection.
I think you are probably asking about file size, however, vs. actual memory usage. The answer to that questions is that all assets that are used by your fla get compiled into the swf, regardless of whether they are in a MovieClip, a SWC, or in the library with Export for Actionscript in Frame N checked.
I get it, I've got boobs, I'm guessing
Try this, to verify my "guess."
Create a swf that has a keyframe on frame 1.
Draw a circle there.
Put another keyframe on frame 10. Draw a square.
In Publish Settings, check "Generate size report."
Now, you know (or you should know) that this swf can display the circle on frame 1, even if the assets compiled on frame 10 have not yet been downloaded. So, is there any possible way that the square could be loaded into memory before Frame 10 has been downloaded? Hint: the answer is no.
Now ask yourself this: Do you think Macromedia wrote a special version of MC that is incapable of lazy loading that the MC that is the main Document Class that Flash generated for the movie you made above so obviously handles so well?
The Macromedia engineers did a lot of things that in hindsight look pretty stupid, but they're not that incompetent.

If each icon that goes into the 100 frames MovieClip is an image you can easily enough export that image for actionscript and access only the image you need.
Another idea is to create a static class that stores each icon frame as a symbol in a static array(if you want to access the icon by index) or Dictionary(if you want to retrieve it by name).
e.g.
package{
import flash.display.Bitmap;
public class Icons{
public static const assets:Vector.<Bitmap> = Vector.<Bitmap>([new Icon01ASExportName(),//instance bitmaps once
new Icon02ASExportName(),//reuse them later multiple times
...
new Icon99ASExportName()]);
}
}
Yet another is to generate a SpriteSheet, either once and save it as a file, either at runtime, then copyPixels() to paste the icon from the right rectangle of the main spritesheet. You've got multiple tools available for generating the spritesheet:
Zoƫ
SWFSheet
Flash CS6
TexturePacker (if you have movieclips, you can export them as an image sequence to drop into the software)
There are also ways to generate a spritesheet at runtime.
For some nicely explained video tutorials on spritesheets and BitmapData by Lee Brimelow: Sprite Sheets and Blitting - Part 1,2 and 3.

If your icons are Bitmaps then each movieclip will share the same data - the only memory increase will be due to more movieclips, rather than their contents (which shouldnt be a problem).
If your icons are not Bitmaps (other movieclips, shapes, buttons etc), then everything gets duplicated, so memory usage will increase a lot faster as more movieclips are added.
Another consideration is that lots of movieclips on screen will have more of an effect on FPS than simpler objects so you may want to consider adding the icon itself rather than the movieclip even if you are using Bitmaps.

Related

How to implement Caching while loading SWCs dynamically

I'm loading dynamic loading of all my SWCs in my master SWF, in order to load master swf faster, however now I need to cache all my swcs in local machine to speed up things.
private function loadAssets():void
{
swcObj=new Object();
swcObj.swcPath='assets/swc/1.swc';
swcObj.className="Part_0_1";
swcs.push(swcObj);
swcObj=new Object();
swcObj.swcPath='assets/swc/2.swc';
swcObj.className="0_2";
swcs.push(swcObj);
swcObj=new Object();
swcObj.swcPath='assets/swc/3.swc';
swcObj.className="0_3";
swcs.push(swcObj);
}
Then I'm using this array to use all the classes in my project, but I have no idea how to cache these swcs for faster use, if anyone have idea, please share.
In fact, the browser does this pre-caching for you, you don't need to produce extra efforts. So, just load them normally and don't worry about caching. You can, however, motivate the user to increase their local browser cache in order to potentially lessen time spent on waiting while your assets are loaded, but this won't help should the user watch three tons of YouTube each day.
SWC files are not intended for dynamic loading.
They are static libraries that can be linked in a swf using
-include-libraries and library-path options of mxmlc or - since you seem to be using FlashDevelop - SWC Include Libraries and SWC Libraries in Project>Compiler options
. SWC's may hold code (classes), assets (symbols/bitmaps/sounds...) or combination of the two.
Loading assets dynamically is done through flash.display.Loader
you may use the Loader as a simple DisplayObject instance that you add on stage:
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/Loader.html#includeExamplesSummary
, or use its ApplicationDomain as a library of Class definitions that will allow you to create instances at will :
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/system/ApplicationDomain.html#includeExamplesSummary
Caching from the browser will be sufficient in most cases, unless you have VERY specific needs
In the end, there is different ways to optimize loading times, one of which is having a small swf acting as loader/home menu, and loading rest of the content on demand like you seem to try doing, but you can also create a single swf with several frames, which will be "streamed" by flash player, example:
1st frame as small as possible holding just a few kb for a splash screen/logo/loading/whatever you want, to make the initial blank screen as short as possible, then second frame holding the main content. You can event extent this system with for instance
two levels of preloader: a first tiny frame with just a logo, second one with progress bar, and full background if needed
split content like home screen/menus in a frame, gameplay in the another, if you are making a game, so that gameplay continues loading while you are already displaying the menu

AS3 - looping through movieclips and rasterizing them to bitmapdatas - how to be sure frames are ready?

this is a newer version to a question i have asked before but have not received an answer to.
I am developing a mobile AIR app with many animations and tests have shown that using bitmaps and GPU rendering give the best performance across all mobile models. I receive normal vector animations from the app's artists, and have built a system which loops through these animations at runtime and draws the content into bitmapdatas.
my concern is looping through the movieclip's frames. If I have these lines of code:
for (var i:uint=1; i<mc.totalFrames+1; i++) {
mc.gotoAndStop(i);
bitmapData.draw(mc);
}
I can't be sure the frame got "constructed" before being drawn, and my tests with an Android tablet prove this right - sometimes frames aren't drawn.
This mc is off the display list obviously (we dont need to render to the screen). So is there a way to make sure the frame has been built before drawing it to a bitmapdata? (and waiting for FRAME_CONSTRUCTED, EXIT_FRAME, etc.. is obviously slow and unneeded)
any ideas?
thanx
Saar
more info to clarify:
this is a children's book. each page has animations in it. all these animations are vector animations in timelines in FLAs I receive from the devloping artists (not the users).
Every page has an FLA which i publish to a swf.
what i actually do is replace vector animations in loaded SWFs with bitmap version of them.
At app runtime, upon each new page, i load the swf, go though all the animations in it (looping through the content's children) and each movieclip i rasterize into array of bitmapdatas.
My custom "Bitmap Movieclip" places on the displaylist a replcaement bitmap for each movieclip, and on ENTER_FRAME i switch the bitmaps' bitmapdatas from the array.
this gives very hight performance
I'd suggest use a splash screen, and place your MC to be converted to the bitmap to the stage first, then draw to your bitmapData. Several issues had me force to put a DisplayObject being drawn to the stage before actual drawing once already, so this might be a quick fix for you too.
var splashBD:BitmapData=new BitmapData(stage.stageWidth,stage.stageHeight,false,0xffffff);
var splashBM:Bitmap=new Bitmap(splashBD); // draw a thing as needed here
addChild(splashBM);
addChildAt(MC_to_convert,getChildIndex(splashBM));
// then advance it by frames and draw.
sorry MY BAD
waiting for FRAME_CONSTRUCTED is the answer

Internal AS3 preloader & stage issues

I need to create a single SWF with no external files, so I'm trying to add an internal preloader to my Flash project which has [embed] assets. I know [embed] causes problems with preloaders because it puts the assets on frame 1. I have tried the solutions recommended in these posts, where you set the document class to your preloader class:
Preloader for SWF with embed bytearray
How to create Preloader in AS3
I can get it to work, but ONLY if I comment out any lines of code that involve the stage, otherwise I get an "Error #1009: Cannot access a property or method of a null object reference." Those lines are essential though, so does anyone know how to fix those errors with the stage?
You haven't posted your code or your fla, so all I can do is share what works for me.
First, I wouldn't use Embed. Instead, use a swc. I have found that Embed can be unreliable as far as actually getting the entire asset in there (at least when publishing with Flash Builder + Flash Pro, which is my workflow).
Once you have your assets in a swc, try the following steps:
Set your export frame to Frame 10 (or any frame other than 1--I like frame 10 because then you can read the label that says "Preloader")
Put your actual content on frame 11. You can structure this a lot of ways. Since I program to Interfaces, I give whatever is on frame 11 an instance name and then use a setter to determine that my "first thing" has been placed on stage. I can get away with this because my main Document Class just knows the definition of the Interface, not the full implementation of the Class, so the Class does not need to load for the main Document Class to work. You probably aren't truly using the timeline and probably didn't program to interfaces, so you'll probably just set the base class of the symbol that's on frame 11 to the main logic of whatever you're trying to do.
Put your preloader graphics in Frame 1. I'm not sure why your stage references are so important. I, personally, don't use any logic in the preloader. Instead, I use a spinner that spans frames 1-10 (plus the word "Loading...". The spinner just spins while the classes load. The embed frame acts as a temporary "stop" that just holds the timeline back until those classes have been loaded. Once the classes have been loaded, the timeline will act like you called play() on it. So it really can be that simple. If you need it to be more complicated, give one of your preloader graphics an instance name and set up a getter/setter pair for it, then use the setter to trigger your logic that accesses the stage. You are pretty much guaranteed to have a valid stage at that point.
Word of warning: if you did make use of the timelime, you will get strange results if you try to jump to a frame that isn't loaded yet, so make sure to check to see if a given frame is loaded if it's near the end of your main timeline and your main timeline is heavy with assets before calling goToAndPlay() or goToAndStop().
Some references that might help you further:
Preloaders vs as 3 (I'd recommend you read the entire series this is part of. This is an amazing series I wish I'd found 3 years ago)
Solving the Frame 2 Problem Presentation and code
Combining the Timeline with OOP The example code for that is here (long story)

Instantiate MovieClip with its layers?

I have searched a lot lately, I found that I can load an external swf file to my haxe project at compile time, and use the movieClips via their IDs as Classes types ..
That's cool& nice, but how it would work when I instantiate a MovieClip that has layers?
What I have is MovieClips with layers, layer of image, and a layer of text over the image layer.
So, is this achievable? will I be seeing instances of movieClips (images& texts over them) ?
Let's first dissect the flash terms in terms of code,
Layers :
Consider the layers as grouped z indexes. A single layer with multiple objects will also assign sub z indexes to each clip (see the send to back option in context menu)
The flash IDE provides you a nice interface to group & lock a few instances of objects, while working on the other. Each such group is a layer.
At runtime, every layer (with it's objects) will be concatenated into one single list (the display list) and the objects placed onto the stage in order of their position in the list.
Frames :
Frames are slices of time controlled by the fps property of the flash player. So if you have 12 fps, it means that whatever code you put in that frame of time will receive attention for 1/12th of a second.
Of course there is code being written for anything you do inside a frame or layer. The code, for example that you put in manually in IDE is added in by calling the addframescript internally.
MovieClip
The MovieClip class itself is actually an IDE related thing. The split being Sprite Class plus a timeline (collection of frames) plus associated properties & methods.
The Movieclip class thus provides you with properties like currentFrame, totalFrames, etc & methods like gotoAndPlay(), stop(), etc to interact with the flash controlled class.
Considering all of the above together, you should expect to see different images/text/objects at different intervals of time as defined in the frames when you access the movieclip.
I haven't spent a lot of time in flash, but the answer to your question comes from having a better understanding of how Flash/AS3 works, and not so much to do with Haxe.
Quoting this answer:
Layers only exist in the Flash IDE. They are not part of Flash Player's display list system. So you can't specify what layer a child goes into. Use addChild() or addChildAt() to add children to containers.
So that means Haxe will not have any concept which object is in which layer, nor would AS3 for that matter. The correct approach seems to be to use containers with IDs, which are recognised by AS3 or Haxe, and then add children to the containers.
TLDR: use containers movie clips, not layers.

Flash memory management and Actionscript

There was many discussions about this problem, but I want to pay attention on the situations that IMHO seems not so clear:
Yes the general rules are:
Remove chachedAsBitmap
Stop movieClip if playing
Remove events
Delete references
etc.
But let's look:
First Example:
I have nested sprite (ex: mainSprite), it contains other sprites with dynamic textFields in it (and are chached as bitmaps), just textFileds and MovieClips with event listeners on it (with weak reference).
When I need to remove this sprite I need first to remove all it's nested content via loops or just
removeChild(mainSprite);
mainSprite=null;
is just enough?
Second Example:
I have some sprite in which I'm loading bitmap and manipulating with bitmapData, later I'm just replacing content of this sprite with another bitmap, is allocated memory for older bitmap automatically erases and is overwritten or it still exists?
Third example:
I have some "graphics template" MovieClip (in library with Export for Actionscript property set on it) which I'm adding on the stage and filling with dynamic data (and adding event listeners), let's say that it's one scene of the app, on another scene I need same MovieClip with other dynamic data, but inbetween need to clear my stage (need something like transition animation which is also library MovieClip), what's the best way: to set this MovieClip visible property to false (while transition animation is plays) and then reuse it, or just remove it with removeChild and then add when add with addChild once more?
All I wrote is more about Air Mobile, cause in most cases for the desktop these situations aren't so problematic, but in case of mobile development they are.
You can visually monitor memory usage along with fps etc using this lib: http://code.google.com/p/flash-console/
hope that helps.
P.S. gc in flash is always a weird thing :)
First example: removing mainSprite from display list is enough if there are only weak listeners on its children.
Second example: I'd advice reusing the same object with visible = false. Recreating the same object is more resource expensive plus you get another instance of the same thing being in memory before it gets gc'ed.