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Major Problems!!! Memory issue?

Dec 27, 2012 3:59 PM

So I am putting together a Flash cs5.5 website and currently I am sitting at over 300MB.  IT seems that as the project got larger the bugs increased ten fold.  Now I can't even publish it.  It starts to publish, gets 1/3 of the way then just stops.  It tells me it can't find eternal importers when trying to import new images or video to the project, or can't read files copy and pasted from Illustrator and so on...and so on...

 

Is there anything I can do.  Im only at 260 frames but the resolution is 1000x1000.  I know some might suggest I lower all these things to avoid issues, but I want to know what I can do to complete it with these settings.  According to adobe memory shouldn't be an issue for quite a while.  I have 32gb ram and and pretty well equipped so I just don't see that there should be a problem on my end.  I am desperate for answers on this as I am working on a project for a client and would hate to see this fail.  I still need to import images and a host of other things and the project might get bigger down the road, and Thanks in advance.

 
Replies
  • kglad
    72,202 posts
    Jul 21, 2002
    Currently Being Moderated
    Dec 27, 2012 4:33 PM   in reply to spindrift_loop

    your swf is 300mb?

     

    if so, you should be loading your bitmap and sound assets dynamically and not importing them into your fla.

     
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  • kglad
    72,202 posts
    Jul 21, 2002
    Currently Being Moderated
    Dec 28, 2012 8:36 AM   in reply to spindrift_loop

    anything you want displayed without pause would need to be preloaded.  ie, load it before it is needed.

     

    the time required to preload those images is not much different than the additional time needed to load your image containing swf vs the swf without those images.

     
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  • kglad
    72,202 posts
    Jul 21, 2002
    Currently Being Moderated
    Dec 28, 2012 9:36 AM   in reply to spindrift_loop

    if you have images logo1.png,logo2.png,...,logo100.png that you want to load:

     

    var tl:MovieClip=this;

    var imageNum:int=1;

    var imageTotal:int=100;

    loadF();

     

    function loadF():void{

    tl["loader_"+imageNum]=new Loader();

    tl["loader_"+imageNum].contentLoaderInfo.addEventListener(Event.COMPLE TE,loadcompleteF);

    tl["loader_"+imageNum].load(new URLRequest("logo"+imageNum+".png"));

    }

     

    function loadcompleteF(e:Event):void{

    if(imageNum<imageTotal){

    imageNum++;

    loadF();

    } else {

    // loading of the images is complete.  you can now display any sequence without delays.  ie, start your app

    startF();

    }

    }

     

    // if you wanted a function to display a sequence of your images (ie, an animation), you could use displayF by passing an array of the image numbers.

    // for example, if you wanted to display images 1,2,3,4,5,6,7,8, you would use displayF([1,2,3,4,5,6,7,8]);.  if you wanted to display images 3,6,9,12,15,18,21,24, use displayF(3,6,9,12,15,18,21,24])

     

    function displayF(imageA:Array):void{

    tl.imageA=imageA;

    tl.currentIndex=0;

    tl.addChild(tl["loader_"+imageA[0]]);

    tl.addEventListener(Event.ENTER_FRAME,enterframeF);

    }

     

    function enterframeF(e:Event):void{

    tl.removeChild(tl["loader_"+tl.imageA[tl.currentIndex]]);

    tl.currentIndex++;

    if(tl.currentIndex<tl.imageA.length){

    tl.addChild(tl["loader_"+tl.imageA[tl.currentIndex]]);

    } else {

    tl.removeEventListener(Event.ENTER_FRAME,enterframeF);

    }

    }

     
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  • kglad
    72,202 posts
    Jul 21, 2002
    Currently Being Moderated
    Dec 28, 2012 10:12 AM   in reply to spindrift_loop

    you won't assign the images to frames.  you will display your animation using actionscript.

     

    displayF in message 5 shows you how to do that.  you only need to call displayF() and pass the sequence of images that you want to display.

     
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