I came to AS3 from JS world, and I should confess that anonymous functions are my weakness. I tend to use them everywhere. Now, coming to AS3 I've heard and read in lots of places, that AS and Flash are enormously bad at handling garbage collection, that one should empty, dispose and remove all event handlers and objects manually to avoid weird and unexplainable memory leaks and crashes. Not sure what part of this is true, but I would like to follow best practices right from the beginning.
So my question would be - how bad is idea of using anonymous functions as event handlers? Consider for example a code like this:
addEventListener(Event.ENTER_FRAME, function() : void {
controls.elapsed = stream.time;
});
contorls.elapsed is the setter, which apart from setting current play time for video player, updates the whole UI, and stream is NetStream object, which streams the actual video.
There are lot's of other places where anonymous function may make code cleaner and more intuitive. Check the following code for simple fade-in effect for the control bar:
public function showControls() : void
{
var self:Controls = this;
if (!visible) {
visible = true;
fadeTimer = new Timer(30, 10);
fadeTimer.addEventListener(TimerEvent.TIMER, function() : void {
self.alpha += 0.1;
});
fadeTimer.addEventListener(TimerEvent.TIMER_COMPLETE, function() : void {
self.alpha = 1;
});
fadeTimer.start();
}
}
I totally like how it looks and fits into the code, but I'm concerned about leaks. While Event.ENTER_FRAME handler probably would never become harmful in this form, what about timer listeners. Should I remove those listeners manually, or they will be removed automatically, as soon as I set fadeTimer = null ? Is it possible to remove listeners with anonymous functions properly at all?
Just noticed this post -- there are a couple things that might be of use to you. One is arguments.callee (which is a reference to the current function you're in). This is useful for removing references in anonymous functions. Also, it could be noted that you could use weak references in your addEventListener code -- however, this won't work for variables that are anonymous, as they'd get GC'd pretty much immediately. For simplicity sake I rewrote your code like this: (should work -- haven't tested)
private function showControls() : void {
if (visible) {
return;
}
var self:DisplayObject = this;
var fadeTimer= new Timer(30,10);
var handler = function(e:Event) {
switch (e.type) {
// timer complete
case TimerEvent.TIMER_COMPLETE:
// remove references to this anonymous function -- for garbage collection
fadeTimer.removeEventListener(TimerEvent.TIMER_COMPLETE, arguments.callee);
fadeTimer.removeEventListener(TimerEvent.TIMER, arguments.callee);
// break out
return self.alpha = 1;
// timer
case TimerEvent.TIMER:
return self.alpha += 0.1;
}
}
fadeTimer.addEventListener(TimerEvent.TIMER, handler);
fadeTimer.addEventListener(TimerEvent.TIMER_COMPLETE, handler);
fadeTimer.start();
}
I would do it something like this. And, be sure to use dispose() when you want to make sure to clear the timer if interrupting.
private function showControls() : void
{
if(_isVisible)
return;
// start you control here
_fadeTimer = new Timer(30, 10);
_fadeTimer.removeEventListener(TimerEvent.TIMER, updateFade);
_fadeTimer.removeEventListener(TimerEvent.TIMER_COMPLETE, updateFadeComplete);
_fadeTimer.start();
}
private function updateFade(event : TimerEvent) : void
{
// update fade here
}
private function updateFadeComplete(event : TimerEvent) : void
{
dispose();
}
private function dispose() : void
{
if(_fadeTimer)
{
_fadeTimer.stop();
_fadeTimer.removeEventListener(TimerEvent.TIMER, updateFade);
_fadeTimer.removeEventListener(TimerEvent.TIMER_COMPLETE, updateFadeComplete);
_fadeTimer = null;
}
}
There's nothing wrong with using function methods where it works. As far as memory leaks go, you need to track the object to the stage to see if it can be removed.
Adding an ENTER_FRAME event handler to the control ensures that the control has a reference to the anonymous function. As the code is part of the control (or so it appears), this is fine as the anonymous function will be removed when the control is.
Adding an event handler to the timer ensures that the timer has a reference to the anonymous function. If the timer is running, it will keep the anonymous function reference alive and, by association, the enture control. Once the timer has stopped, however, both it and the function should be collected.
If all else fails, use the profiler and see! ;)
Related
I was creating a shooting game that the target is appear and disappear any seconds. I don't know how use the codes and I don't know how to detect the object to object when using if statement.
Here's my codes:
import flash.utils.Timer;
var dummySX: Number = dummyS.x;
var dummySY: Number = dummyS.y;
var targetTimeStart: Timer = new Timer(1000);
targetTimeStart.start();
targetTimeStart.addEventListener(TimerEvent.TIMER, targetTimeStartNow);
function targetTimeStartNow(e: TimerEvent): void {
target.x = dummySX;
target.y = dummySY;
targetTimeStart.stop();
}
function detect(): void {
if ((target.x == dummySX) && (target.y == dummySY)) {
trace("DETECTED");
}
}
or
function detect(): void {
if (target.hitTestObject(dummyS)==true) {
trace("DETECTED");
}
}
Thanks!!
There are several ways to detect hit between objects.
Let's say you have 2 display objects (do1 and do2)
First of all there is the do1.hitTestObject(do2). This method is very fast and works well for rectangular objects. You can get some visually "false" results if the rectangular objects are rotated or you use it with other than rectangular objects.
Next there is the do1.hitTestPoint(do2.x, do2.y, shapeFlag). This method is slower but more accurate, especially when you set the shapeFlag to true. It tests the hit against a single point (x & y coordinates).
There is a third method (hitTest) that implies you use BitmapData objects and that is even more precise and is specific the the BitmapData class, but much harder to process (being able to ignore transparent pixels).
A fourth option would be to do a custom implementation of the hit detection, but it seems a bit off to detail that here.
Going over your code, I see you create a 1 second Timer object and start it, after which you add a listener with the targetTimeStartNow function. In that function you move the target object to the same position of the dummyS object and after that you stop the targetTimeStart Timer object. That means that you have only 1 entry in that function.
The detect function seems that is never called from your code, although both calls should trace DETECTED.
The first detect function that you've written mimics the hitTestPoint version.
function detect(): void {
if ((target.x == dummySX) && (target.y == dummySY)) {
trace("DETECTED");
}
}
This is the same with:
function detect():void {
if(target.hitTestPoint(dummySX, dummySY, false)) {
trace("DETECTED");
}
}
It'd be better to use this variant (in order to use the shape of the object, and not their bounding box):
function detect():void {
if(target.hitTestPoint(dummySX, dummySY, true)) {
trace("DETECTED");
}
}
The second detect function uses the hitTestObject and it's ok. You could use it without explicitly == true:
function detect(): void {
if(target.hitTestObject(dummyS)) {
trace("DETECTED");
}
}
The only thing is to call it in code in order to get it executed. So somewhere after the target object was moved just add:
detect();
Depending on your needs, you could add it to the targetTimeStartNow method (or add an EnterFrame listener, or create another Timer object):
function targetTimeStartNow(e: TimerEvent): void {
target.x = dummySX;
target.y = dummySY;
targetTimeStart.stop();
detect();
}
My app is very slow on mobile devices.
It uses a lot of Event.ENTER_FRAME event listeners, so I switched (as I read they are much more performance heavy) to a global timer that these classes listen for if they need to update (they only use these timers if they have been initiated by a TouchEvent).
I also tried enabling hardware acceleration, and switching to using the CPU, but these have not helped with the lag issues to a noticable amount. (my app has very few animations so I think this is the best decision)
I do have a lot of MovieClips in it, however very few of them actually animate, so I doubt this is an issue. (This is also why I do not freeze and unfreeze objects, as they are never removed from the stage)
On this website they said the following about timers
– the more timer instances linger in the system, the more you can expect slow and choppy gameplay or unresponsive UI.
I only use one timer, so I didn't think this would be an issue, but I do have a lot of event listeners that use this timer to update, so I can only figure that the timer must be the issue. Thus to avoid lag I am looking for a better alternative.
To be clear, I'm not using many Event.ENTER_FRAME event listeners anymore, I've mostly switched to timers. With that being said, here is an example of a more resource demanding one.
package
{
import flash.display.MovieClip;
import flash.events.Event;
public class mc_BattleScene extends MovieClip
{
public static var mc_PlayerFace:MovieClip;
public static var enemyAttackEffect:MovieClip;
public static var mc_playerHitBox:MovieClip;
public static var battler1:Number = 1;
public static var battler2:Number = 1;
public static var battler3:Number = 1;
public var lvlModifier:Number;
public var dmgReduction:Number;
public var dmgDealt:Number;
public static var dmgSpeed:Number = 1;
public function mc_BattleScene()
{
visible = false;
addEventListener(Event.ENTER_FRAME, onFrame);
mc_PlayerFace = playerFace_mc;
enemyAttackEffect = attackEffect_mc;
mc_playerHitBox = playerHitBox_mc;
function onFrame(e:Event):void
{
battler1_mc.gotoAndStop(battler1);
battler2_mc.gotoAndStop(battler2);
battler3_mc.gotoAndStop(battler3);
if (Game.playerInteractionStatus[1])
{
//we are fighting
visible = true;
if (attackEffect_mc.hitTestObject(playerHitBox_mc))
{
// attack hit us, deal dmg
dmgReduction = (Game.playerStats[2] * (Game.enemyStats[1]));
dmgDealt = Game.enemyStats[1] - dmgReduction;
attackEffect_mc.x = 516;
if (Game.playerStats[0] - Math.round(dmgDealt) <= 0)
{
// round dmg to 0 (were dead)
Game.playerStats[0] = 0;
}
else
{
// deal damage to us
Game.playerStats[0] -= Math.round(dmgDealt);
}
}
else if(attackEffect_mc.hitTestObject(wall))
{
//stop the player from moving (by doing nothing)
}
else
{
attackEffect_mc.x -= dmgSpeed;
}
}
else
{
// reset the position of the attack effect if we are not fighting
visible = false;
attackEffect_mc.x = 516;
}
}
}
}
}
This example of Event.ENTER_FRAME is one of the few that actually are this complicated, the other Event.ENTER_FRAMEs tend to simply update values (ex: update a text field to display correct number variables)
For example: creating multiple vars inside an enterframe could clog
the memory and cause lag.
I've avoided doing stuff like this, as not only what you've said, but in my opinion I think it doesn't make sense to continuously define it in a function, I update these values only.
Resources
http://help.adobe.com/en_US/as3/mobile/WS4bebcd66a74275c36cfb8137124318eebc6-8000.html
max links allowed
So I have been using Haxe for a while and it has occurred to me recently that I don't really get what happens on some other the non-flash targets as far as memory cleanup. I mean 'new'ing everything and dumping it by setting references to null gives me this feeling that there are memory leakages, but I can't seem to find the documentation I'm looking for.
Specifically I use dictionaries/maps a decent amount. Like this:
var items:Map<String, MyObject> = new Map();
items.set("someKey", new MyObject(args...));
// Later
items["someKey"].doSomething();
items["someKey"].setVal(2);
...
// When Finished
items.remove("someKey");
The last line there just dumps my object somewhere into oblivion and hopefully gets garbage collected (at least on the Flash target).
I put together a little program just to see the cleanup in action on Flash/Neko and then change it for other targets, but I am failing to even see the cleanup on the Flash Neko target. Here is the project code:
package;
import openfl.display.Sprite;
import openfl.events.Event;
import haxe.ds.StringMap;
import openfl.events.KeyboardEvent;
import openfl.ui.Keyboard;
class Main extends Sprite
{
private var keypressID:Int;
private var itemID:Int;
private var dict:StringMap<Sprite>; // Using this since I read Map<String, T> just compiles to StringMap<T>.
public function new()
{
super();
addEventListener(Event.ENTER_FRAME, init);
}
private function init(event:Dynamic):Void
{
removeEventListener(Event.ENTER_FRAME, init);
// Entry point.
keypressID = 0;
itemID = 0;
dict = new StringMap();
stage.addEventListener(KeyboardEvent.KEY_UP, keyPress);
}
private function keyPress(event:Dynamic):Void
{
if (Std.is(event, KeyboardEvent) && cast(event, KeyboardEvent).keyCode == Keyboard.A)
{
trace('ID: $keypressID - Adding Item');
keypressID += 1;
for (i in 0...10000)
{
itemID += 1;
dict.set('$itemID', new Sprite());
}
}
else if (Std.is(event, KeyboardEvent) && cast(event, KeyboardEvent).keyCode == Keyboard.R)
{
trace('ID: $keypressID - Removing Items');
keypressID += 1;
removeItems();
}
// Force garbage collector to run.
else if (Std.is(event, KeyboardEvent) && cast(event, KeyboardEvent).keyCode == Keyboard.C)
{
trace('ID: $keypressID > Starting GC');
keypressID += 1;
forceGarbageCollection();
}
}
private function removeItems()
{
trace('ID: $keypressID > Remove All Item');
for (val in dict.keys())
{
dict.remove(val);
}
dict = new StringMap();
}
private function forceGarbageCollection():Void
{
neko.vm.Gc.run(true); // This does not work.
}
}
I run this on Windows and under task manager, my neko process only grows and never shrinks. Its gets up to 500MB quick when hitting 'A'. I then 'R' to remove all references to the items, but they never get collected it seems even when I force the GC.
I also tried storing openfl.util.Timer objects with event listeners attached to them to do traces and they never seem to get collected either. They just keep tracing. Now I suspect that may be because of the event listener reference, but am sure I have seen that trick in other AS3 memory leak tracking code.
Am I missing something or doing something wrong?
Edit:
I have modified the above question to reflect this, but I was mistaken about Flash player. I did get the memory to be reclaimed when running in the Flash player using flash.system.System.gc(); It seems the problem may be specific to neko which my question still addressed.
I have an object in my mouse event functions that I want to reference in my time function.
Example, I basically created tiles and have mouse events:
var cell:MovieClip = new Tile();
cell.gotoAndStop(floor1[i][u]);
cell.x = ((u-i)*tileh)+365;
cell.y = ((u+i)*tileh/2)+70;
addChild(cell);
cell.addEventListener(MouseEvent.ROLL_OVER, mouseover);
cell.addEventListener(MouseEvent.ROLL_OUT, mouseout);
cell.addEventListener(MouseEvent.CLICK, mouseclick);
enemyMoveTimer.addEventListener(TimerEvent.TIMER, timerListener);
In the mouse events, I have something called event.currentTarget. Since I have tiles lined up with each other, I wanted to differentiate each individual tile. Thus creating that event.currentTarget. I wanted to use this in my time event, but it isn't recognizing event.currentTarget as an object, rather it's own timer. Is there any way to have the time function recognize the event.currentTarget from the mouse events?
Event.currentTarget is the last object to dispatch that specific event (and Event.target is the original object to dispatch the event). It can be absolutely anything that extends EventDispatcher.
The only way to do what you want is like this:
var currentTile:Tile;
cell.addEventListener(MouseEvent.ROLL_OVER, mouseEventsHandler);
cell.addEventListener(MouseEvent.ROLL_OUT, mouseEventsHandler);
cell.addEventListener(MouseEvent.CLICK, mouseEventsHandler);
enemyMoveTimer.addEventListener(TimerEvent.TIMER, timerListener);
function mouseEventsHandler( e:MouseEvent ):void {
this.currentTile = e.currentTarget as Tile;
}
function timeListener( e:TimerEvent ):void {
this.currentTile.blah.blah();
}
Basically you save the tile that most recently was interacted with into currentTile and then that is what you access in your timeListener.
You should really look through the LiveDocs to get a basic understanding of how events work and possibly look into how scope works as well.
Some explanation:
Your Event-Listener receives an Event-Object. Always. What kind of Event-Object it is depends on the Event. In your MouseListener you receive a MouseEvent, in you TimerListener a TimerEvent and so on.
EVERY Event-Object has two specific attributes.
event.currentTarget
is the Object, which binds the event listener (in your case "cell")
event.target
is the object, which "caused" the Event. If e.g. in you "cell"-MovieClip is another MovieClip called "nucleus" and you click on the the it, event.currentTarget would be "cell", but even.target would be "nucleus".
Since the event-object is a passed as a function parameter, it is destroyed, once the function is finished. If you wand to use parts of it in another function, you need to do it like this
var myCell:MovieClip;
function mouseClick(event:MouseEvent):void{
myCell = event.currentTarget as MovieClip;
}
function timeListener(event:TimerEvent):void{
if(myCell){
///what ever you want to do with it
myCell = null;
}
}
I hope I explained it clearly.
Here's one way you could do this :
enemyMoveTimer.addEventListener(TimerEvent.TIMER, timerListener(cell));
enemyMoveTimer.start();
public function timerListener(cell:MovieClip):Function
{
var doStuffToCell:Function = new Function(e:TimerEvent)
{
trace (cell.x + " : " + cell.y);
// do whatever you want with cell
}
return doStuffToCell;
}
I should note that I don't think it's a good idea to call your handler timerListener, as it's a handler.
Listeners do just that, they listen for an event. A handler, handles an event. The second parameter in the addEventListener method specifies a function to handle the event. Naming your handler timerListener is not a good idea in my opinion, as it's really not that.
I just came across a curious scenario where I want to use removeEventListener() within a function that doesn't have a name. By this I mean, I've created the function within addEventListener(), instead of making reference to one:
addEventListener(
Event.ENTER_FRAME,
function(e:Event):void
{
if(getTimer() > 8000)
{
// removeEventListener(Event.ENTER_FRAME, <<this function>>);
// Other stuff
}
}
);
Is it possible to make a reference to the current function (ie the function I'm working within)? Or do I just need to structure the above the standard way?
Please not that I am fully aware that you can use many of the standardized methods available to achieve the above, it was purely an example snippet.
There are two options, you can either give it a name (and there are three ways to do that) or you can use arguments.callee.
In the case of the former, the three ways to name a function in AS3:
class Foo
{
// class (static or member) level
public function bar():void
{
// use a variable (technically, this function is anonymous, but we can
// still use the variable to reference the function itself.
var inVariable:Function = function():void
{
// declare it in a local scope
function local():void
{
}
}
}
}
To use a named function:
function callback(e:Event):void {
trace("tick");
removeEventListener(Event.ENTER_FRAME, callback);
}
addEventListener(Event.ENTER_FRAME, callback);
To use arguments.callee:
addEventListener(
Event.ENTER_FRAME,
function(e:Event):void
{
if(getTimer() > 8000)
{
// I get superstitious and I use a local variable.
var callee:Function = arguments.callee
removeEventListener(event.type, callee);
// Other stuff
}
}
);
You just need to give it a name, eg:
addEventListener(Event.ENTER_FRAME, function callback(e:Event):void {
trace("tick");
removeEventListener(Event.ENTER_FRAME, callback);
});
In this example "tick" will only be traced one time.
Using anonymous functions in actionscript is a bad choice, since it is really slow. Also they hardly can be garbage collected. It is also good to mention that this will only work if when the listener has been called (yes, in case of an enter_frame it will), so outside the anonymous function other functions are unable to remove the listener. Beside that, is is also a actionscript-convention to use separate functions, which makes your code more readable and it will take only a few extra chars (just to name it).
addEventListener(Event.ENTER_FRAME, onEnterFrame);
function onEnterFrame(e:Event):void
{
if(getTimer() > 8000)
{
removeEventListener(Event.ENTER_FRAME, onEnterFrame);
}
}
If you want a more easy way to remove the event listener; you could detect the type and the function callee of the listener from the target object. However I think this also makes the code a bit less readable.
e.target.removeEventListener(e.type, arguments.callee);
sources
http://jacksondunstan.com/articles/413
http://gskinner.com/blog/archives/2006/07/as3_weakly_refe.html