Flash - Loader errors in Firefox - actionscript-3

I'm writing an application which pulls up to several dozen images from a server using Loader objects. It works fine in all browsers except Firefox, where I'm finding that, with over 6 or so connections, some simply never load - and I cease to get progress events (and can detect no errors/error events)
I extended the Loader class so that it will kill and reopen the transfer if it takes longer than ten seconds, but this temporary hack has created a new problem, in that when there are quite a few connections open, many of them will load 90-odd percent of the image, get killed for exceeding the time limit, open again, load 90-odd percent etc...until the traffic is low enough for it to actually complete. This means I'm getting transfers of many times the amount of data that is actually being requested!
It doesn't happen in any other browser (I was anticipating IE errors, so for Firefox to be the anomaly was unexpected!), I can write a class to manage Loaders, but wondered if anyone else had seen this problem?
Thanks in advance for any help!

Maybe try to limit number of concurrent connections.
Instead of loading all assets at once (then FP or browser manages the connections) try to build a queue.
Building a simple queue is fairly easy - just create an array of URLs and shift or pop a value every time loader has finished loading previous asset.
You might use an existing loader manager like LoaderMax or BulkLoader - they allow to create a queue, limit number of connections and are fairly robust. LoaderMax is my favourite.

Related

Undetectable memory leak in vuejs application

I've been trying to resolve this problem for a while now, I even gave it a shot to rewrite the entire program but without success. The application is running on VueJS 2.3.3 and is supposed to be running on Chromium in combination with a Raspberry Pi (irrelevant information, for now).
We're working with several components which are being included in a single file, later on this file will be compiled using either gulp or npm run dev. When the instance of VueJS initializes, a request will be send using Vue Resource's $http option. This'll receive a json response with a size of around 30mb. This'll be saved in the data array, as seen here:
this.$http.get('<url>' + this.token)
.then((response) => {
this.properties = response.properties;
});
This data will later on be used for further actions, another thing that is worth mentioning is that the data is being refreshed every once in a while. Which is where I think the problem occurs, if I'm not refreshing the data every 5 minutes (can be longer too, really depends on the way I'm testing) the program runs fine. It's just that I want to refresh the data every once in a while to retrieve new information. The way of setting a timeout which I'm using is as following:
this.dataTimeout = setTimeout(this.refreshData, 300000);
Each (so called) property has at least 6 base64 images saved in it's JSON, which are later used to present to the user. Besides that, there is a name, address, and some other tiny bits of data. It doesn't sound all that wrong but I'm getting the feeling that each response makes the memory grow so intense that even a desktop is getting trouble running it.
Each 10 seconds a new property will be presented on the user's screen including the images, street, location, etc. I'm not sure if there is a memory leak in my code or if I'm forgetting something. A few questions pop up in my head:
Do I need to reset the response I'm getting from the server back to
null or undefined?
Could there be a leak in one of the plugins I'm using (Just VueResources)?
For how long can a VueJS instance stay alive, is there any recommended time to reload the entire program?
What thinks should I take in consideration in order to achieve this at all?
I've taken out the data renewal and put a demo project online, this can be seen right here. The main problem I'm having is that the browser just runs out of memory and shows us the amazing Aw snap! page from Chrome. I tried taking snapshots from the memory usage but it all seems fine, it just explodes randomly after a while.
Well, I don't know what really does your app, but are your 30Mb of data really useful / essential ? In JSON moreover ?
Maybe you don't need all this data, and you could just adapt the data to your needs. For example, keep your JSON store data, and retrieve your Base64 images by another way.
I don't understand why you store in memory images. Images are just useful for display purpose in my opinion.
So I think 30Mb is really huge. But maybe I'm wrong ?
By the way, I've tested with Firefox Nightly, no problem here. Doesn't seem to crash. Maybe I don't encounter the refresh call ?

real time data web page

I am new to programming and am working on pushing real time data from a PLC to a web page either by deploying HTML 5 on the WAGO or a Modbus driver wrapper. I honestly have tried to research but don't know where to start. it will be a closed private network with little to no influence from the outside web. I am simply looking to display a single piece of live information for proof of concept. basically I'm trying to custom design a Groov program.
You might want to look into using OPC. Kepware & SoftwareToolbox are just 2 of many vendors that offer tools to help you get your data the way you want it.
There is an existing tool to do what you want, but I am under the impression you have to write one from scratch. The existing tool is http://www.softwaretoolbox.com/cogentdatahub/ if you are interested in looking at it for ideas.
I've been able to interface with PLC using python and modbusTCP and an Raspberry pi as the webserver. Python is a quick and easy to learn language. Websockets are the HTML5 component best used for realtime data.
simple connect code (after you install everything):
from pymodbus.client.sync import ModbusTcpClient as ModbusClient
from time import sleep
client = ModbusClient('ip_address_of_modbus_IO')
if(client.connect()):
print(client.read_discrete_inputs(200,1).bits[0])
client.write_coil(0,True)
sleep(100)
client.write_coil(2,True)
found here:
http://simplyautomationized.blogspot.com/2013/09/home-automation-project-2-rpi-light.html
Can create a websocket broadcast server using an example here:
http://simplyautomationized.blogspot.com/2015/09/raspberry-pi-create-websocket-api.html
Fortunately you can not push data to a browser.
The Internet would become an even greater mess if you could.
To solve this, have your webpage contain a timer, written in JavaScript.
Every say 1 sec. it does an AJAX request (e.g. use jQuery implementation) to the server, which then delivers (almost) realtime data.
The webpage then displays that in some DOM element, e.g. an empty DIV.
So it's the browser polling your server.
#BlueDog
The data is "almost" realtime because sampling once a second gives a delay of at least one second. In the ideal case, as soon as data changes, it would be pushed to the browser. Unfortunately the browser has no way of knowing that anything changed, so the best it can do is frequently "ask" for updates (polling).
How much the delay is depends on your poll frequency. If it's once per second one has to add the delays for transmission of the page request and the reply of the server. The transmission time depends on your network (which may be the Internet with all uncertainty involved). If the backbones involved have enough capacity I expect overall delay to be between 1 and 1.5 seconds. With a dedicated network and even more frequent polling, I expect that 0.5 seconds should be possible. These are however estimated averages. If I request a page over the Internet and my provider (again) has a problem, it may be hours before I receive what I want. Also things like virus scanners and OS updates may spoil your game.
So, practically: with a good broadband connection, a stable browser and the right process priorities it should be possible to get below 1 second overall delay (incl. poll time interval) for 95% of the time. Be prepared to reboot the client every few days. Most browsers leak memory and most OS'es do so too.

QuotaService.RecordEvent low performance 60 ms

We have a page that has a load time of 5.8 seconds. The long load time seems to be related to Google's QuotaService.RecordEvent which has a latency of 60 ms. Any thoughts on what might be causing this latency? And what could be done speed it up?
In Chrome (v31) when the search page is loading the maps, the entire page is not scrollable. This is not the case in Safari (v7) or Firefox (v26).
Issue can be replicated using this link.
http://voradius.nl/search?product=de+g+van+geluk&location=1083xh&submit=Zoeken
The QuotaService will count things that are affected by usage-limits(e.g. Map-loads).
This will not be done when you load the API, e.g. a Map-Load happens(and will be counted) when you have successfully created a google.maps.Map-instance(let's assume when the tilesloaded-event fires the first time). Of course there will be a latency, because it takes some time to initialize a map.
But this will not slow down the loading of the page, because usually you initialize the map when the document/window has finished loading.
The reason must be something else.

Syncing two AS3 NetStreams

I'm writing an app that requires an audio stream to be recording while a backing track is played. I have this working, but there is an inconsistent gap in between playback and record starting.
I don't know if I can do anything to make the sync perfect every time, so I've been trying to track what time each stream starts so I can calculate the delay and trim it server-side. This also has proved to be a challenge as no events seem to be sent when a connection starts (as far as I know). I've tried using various properties like the streams' buffer sizes, etc.
I'm thinking now that as my recorded audio is only mono, I may be able to put some kind of 'control signal' on the second stereo track which I could use to determine exactly when a sound starts recording (or stick the whole backing track in that channel so I can sync them that way). This leaves me with the new problem of properly injecting this sound into the NetStream.
If anyone has any idea whether or not any of these ideas will work, how to execute them, or some alternatives, that would be extremely helpful! Been working on this issue for awhile
The only thing that comes to mind is to try and use metadata, flash media streams support metadata and the onMetaData callback. I assume you're using flash media server for the audio coming in and to record the audio going out. If you use the send method while your streaming the audio back to the server, you can put the listening audio track's playhead timestamp in it, so when you get the 2 streams back to the server you can mux them together properly. You can also try encoding the audio that is streamed to the client with metadata and try and use onMetaData to sync them up. I'm not sure how to do this, but a second approach is to try and combine the 2 streams together as the audio goes back so that you don't need to mux them later, or attach it to a blank video stream with 2 audio tracks...
If you're to inject something into the NetStream... As complex as SOUND... I guess here it would be better to go with Socket instead. You'll be directly reading bytes. It's possible there's a compression on the NetStream, so the data sent is not raw sound data - some class for decompressing the codec there would be needed. When you finally get the raw sound data, add the input in there, using Socket.readUnsignedByte() or Socket.readFloat(), and write back the modified data using Socket.writeByte(), or Socket.writeFloat().
This is the alternative with injecting the back into the audio.
For syncing, it is actually quite simple. Even though the data might not be sent instantly, one thing still stays the same - time. So, when user's audio is finished, just mix it without anything else to the back track - the time should stay the same.
IF the user has slow internet DOWNLOAD, so that his backtrack has unwanted breaks - check in the SWF if the data is buffered enough to add the next sound buffer (usually 4096 bytes if I remember correctly). If yes, continue streaming user's audio.
If not, do NOT stream, and start as soon as the data catches back on.
In my experience NetStream is one of the most inaccurate and dirty features of Flash (NetStream:play2 ?!!), which btw is quite ironic seeing how Flash's primary use is probably video playback.
Trying to sync it with anything else in a reliable way is very hard... events and statuses are not very straight forward, and there are multiple issues that can spoil your syncing.
Luckily however, netStream.time will tell you quite accurately the current playhead position, so you can eventually use that to determine starting time, delays, dropped frames, etc... Notice that determining the actual starting time is a bit tricky though. When you start loading a netStream, the time value is zero, but when it shows the first frame and is waiting for the buffer to fill (not playing yet) the time value is something like 0.027 (depends on the video), so you need to very carefully monitor this value to accurately determine events.
An alternative to using NetStream is embedding the video in a SWF file, which should make synchronization much easier (specially if you use frequent keyframes on encoding). But you will lose quality/filesize ratio (If I remember correctly you can only use FLV, not h264).
no events seem to be sent when a connection starts
sure there does.. NetStatusEvent.NET_STATUS fires for a multitude of reasons for NetConnections and Netstreams, you just have to add a listener and process the contents of NET_STATUS.info
the as3 reference docs here and you're looking for NET_STATUS.info

Actionscript 3: Memory Leak in Server Polling Presentation App

I'm building a remote presentation tool in AS3. In a nutshell, one user (the presenter) has access to a "table of contents" HTML page with links for each slide in the presentation, and an arbitrary number of viewers can watch the presentation on another page, which in turn is in the form of a SWF that polls the server every second to ensure that it's on the right slide. Whenever the admin clicks a slide link in the TOC, the database gets updated, and on its next request the presentation swf compares the label of the slide it's currently displaying to the response it got from the server. If the response differs from the current label, the swf scrubs through the timeline until it finds the right frame label; otherwise, it does nothing and waits for the next poll result (a second later).
Each slide consists of a movieclip with its own nested timeline that loops as long as the slide is displayed. There's no actionscript controlling any of the nested movieclips, nor is there any actionscript on the main timeline except the stop();s on each keyframe (each of which is a slide in the presentation).
Everything is built and working perfectly. The only thing that's troubling is that if the presentation swf is open for long enough (say, 20 minutes), the polling starts to have a noticeable effect on the framerate of the movieclips animating on any given slide. That is, every second, there's a noticeable drop in the framerate of the animations that lasts about three-tenths of a second, which is quite noticeable (and hence is a deal-breaker for the whole presentation suite!).
I know that AS3 has issues with memory management, and I've tried to be diligent in my re-use of objects and event listeners. The code itself is dead simple; there's a Timer instance that fires every second, which triggers a new URLRequest to be loaded by a URLLoader. The URLLoader is reused from call to call, while the URLRequest is not (it needs to be initialized with a new cache-killing value each time, retrieved from a call to new Date().time). The only objects instantiated in the entire class are the Timer, the URLLoader, the various URLRequests (which should be garbage-collected), and the only event listeners are on the Timer (added once), the URLLoader (added once), and on the routines that scrub backwards and forwards in the timeline to find the right slide (and they're removed once the correct slide is found).
I've been using mr doob's stats package to monitor memory usage, which definitely grows over time, so there's gotta be a leak somewhere (it grows from ~30 MB initially to > 200 MB after some scrubbing and about 25 minutes of uptime).
Does anyone have any ideas as to what might be causing the performance problems?
UPDATE: I'm not entirely sure the performance troubles are tied directly to memory; I ran an instance of the presentation swf for about 15 minutes and although memory usage only climbed to around 70 MB (and stayed there), a noticeable hiccup started appearing at one-second intervals, coinciding with the polling calls (tracked via Firebug's Net panel). What else might cause stuttering movieclips?
I know this is coming a bit late, but I have been using Flash Builder's profiler frequently and one thing I found is that the TimerEvent generated by the timer class
uses up quite a bit of memory individually and
seems to not get released properly during garbage collection (even if you stopped the timer and removed all references to it).
A new event is generated for each Timer tick. I use setInterval instead, even though a few AS3 evangelists seem to recommend against that. I don't know why. setInterval still generates timer events, but they appear to be garbage-collected properly over time.
So one strategy may be that
you replace the Timer with a call to setInterval() ... which is arguably more robust code anyway and
(CAUTION) force garbage collection on each slide scrub (but not on each poll). See this question for more details on the pros and cons.
The second suggestion is only a stop-gap measure. I really encourage you to use the profiling tools to find the leak. Flash Builder Pro has a 60-day trial that might help.
Finally, when moving to a completely new slide SWF (not a new timeline position in the current slide), how are you making sure that the previous slide SWF got unloaded properly? Or am I misunderstanding your setup and there is only one actual slide SWF?
Just two things that came into my mind:
Depending on the version of the Flash player and the cpu usage the garbage collections sometimes does not start before 250 MB (or even more) memory are consumed.
Moviesclips, Sprites, Loader and whatever that has an Eventlistener listening will not be killed by the garbage collection.
So I believe your problem is, that either the slides or the loader are not cleaned correctly after you used them, so the were keept in memory.
A good point to start reading: http://www.gskinner.com/blog/archives/2006/06/as3_resource_ma.html