Frame Bytes, Virtual Memory And You
Hi, I made a screensaver for a client using Flash and FlashJester Creator Pro. They told me that on some of their older machines, it is running out of virtual memory and crashing the machines. So we started looking at eliminating sections of the screensaver.We ran the diagnostics on the original FLA, and this is what we get: 1 5464 5464 Scene 1 (AS 2.0 Classes Export Frame) 2 34 5498 3 16447 21945 4 2736 24681 5 10555 35236 6 7891 43127 7 55472 98599 8 7438 106037 So frame 7 is the problem right? I delete that entirely, just for kicks. 1 7866 7866 Scene 1 (AS 2.0 Classes Export Frame) 2 55 7921 3 22266 30187 4 3698 33885 5 15978 49863 6 10593 60456 7 7 60463 8 10050 70513 And as you can see, the other sections suddenly GREW in size. Can somebody explain this to me. Does anybody have any better ideas on how to solve the "running out of virtual memory" issue?
Adobe > Flash General Discussion
Posted on: 02/01/2007 03:27:57 PM
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Virtual Memory
Please Help. I have made a flash 6 movie with 4 mp3 etc. Everything is cool and works in flash. I'm using Adobe 5.0 to place my flash .swf file in a page. Again everything is cool and works fine. Here is the problem. In adobe 5.0 You need to create a site and add all your page files, images. .swf files to upload online. Every file that I add is fine apart from my .swf file. I get a message saying the following;
the applivation ran out of virtual memory. Please close some windows to free more memory.
What does this mean and how do I fix this. By the way my computer is slow and I want to throw it out the window.
Please help
Virtual Memory
Ok, so everytime I open flash about a minute into it a pop up comes up and says you are low on virtual memory when I have 31 gigabytes left on my hard drive and after it pops up the program closes. I don't know if virtual memory is different than regular memory but this is really starting to piss me off and I can't get any work done. Will someone please help me?
Virtual Memory...Up, Up And Away
So I am working on a mp3 player for a big website (http://www.epitonic.com ) and I need some help with a virtual memory problem. I think I am calling something on every frame and it is building up...out of control!
The structure of the player is two frames the first with all the code for the player...the second is a gotoAndPlay(1). I know there are better ways to have done this, but it's too late to change. Suggestions for future projects welcome though. Also, all my globals are defined on the onload event of a 1px by 1px square so as to load quickly and only once...i know thats not the most efficient way to do that....suggestions for that welcome.
So on the first frame I do some imports and set up some listeners...this is where I think the problem is since it calls these every frame. I am trying to find a way to get them to only load once...alas, I suck. Here is the first part of my code for IMPORTS and setting up the download listeners:
Oh yeah, and there are 28 listeners but i only have 3 here to keep it short...I couldnt get those in a working loop to shorten the code so its all written out.
Code:
if(!_global.downloadme0){
_global.downloadme0 = "false";
System.security.loadPolicyFile("http://xxxxxxxxcrossdomain.xml");
import flash.external.*;
import flash.net.FileReference;
ExternalInterface.addCallback("containerToFlash", null, flashFunction);
System.security.allowDomain("http://www.epitonic.com");
System.security.allowDomain("http://epitonic.com");
}
if(!_global.downloadme1){
_global.downloadme1 = "false";
var listener1:Object = new Object();
var listener2:Object = new Object();
var listener3:Object = new Object();
}
listener1.onCancel = function(file:FileReference):Void {
dlProgress1._width = 0;
};
listener1.onOpen = function(file:FileReference):Void {
dlProgress1._width = 0;
};
listener1.onProgress = function(file:FileReference, bytesLoaded:Number, bytesTotal:Number):Void {
percentageDownloaded = bytesLoaded / bytesTotal;
dlProgress1._width = 152*percentageDownloaded;
};
listener1.onComplete = function(file:FileReference):Void {
dlProgress1.gotoAndPlay("fade");
_root.errormsg.text = "Download Complete.";
};
listener1.onIOError = function(file:FileReference):Void {
dlProgress1._width = 0;
};
//_____________________________________________________________________________________________________
listener2.onCancel = function(file:FileReference):Void {
dlProgress2._width = 0;
};
listener2.onOpen = function(file:FileReference):Void {
dlProgress2._width = 0;
};
listener2.onProgress = function(file:FileReference, bytesLoaded:Number, bytesTotal:Number):Void {
percentageDownloaded = bytesLoaded / bytesTotal;
dlProgress2._width = 152*percentageDownloaded;
};
listener2.onComplete = function(file:FileReference):Void {
dlProgress2.gotoAndPlay("fade");
_root.errormsg.text = "Download Complete.";
};
listener2.onIOError = function(file:FileReference):Void {
dlProgress2._width = 0;
};
//_____________________________________________________________________________________________________
listener3.onCancel = function(file:FileReference):Void {
dlProgress3._width = 0;
};
listener3.onOpen = function(file:FileReference):Void {
dlProgress3._width = 0;
};
listener3.onProgress = function(file:FileReference, bytesLoaded:Number, bytesTotal:Number):Void {
percentageDownloaded = bytesLoaded / bytesTotal;
dlProgress3._width = 152*percentageDownloaded;
};
listener3.onComplete = function(file:FileReference):Void {
dlProgress3.gotoAndPlay("fade");
_root.errormsg.text = "Download Complete.";
};
listener3.onIOError = function(file:FileReference):Void {
dlProgress3._width = 0;
};
if(!_global.downloadme2){
_global.downloadme2 = "false";
var fileRef0:FileReference = new FileReference();
var fileRef1:FileReference = new FileReference();
var fileRef2:FileReference = new FileReference();
var fileRef3:FileReference = new FileReference();
fileRef1.addListener(listener1);
fileRef2.addListener(listener2);
fileRef3.addListener(listener3);
}
Any help would be greatly appreciated as I am getting complaints about the player crashing browsers at 300Megs of virt-mem!!! Thanks in advance.
VIRTUAL MEMORY = DEVIL
OMG ok I created a preloader as new scene for movie. It LOADS entire thing first and plays ok the first time through (its 2.1 mb) then I replay and ITS OUT OF VIRTUAL MEM WTF if it played it once shouldnt it not eat any more virtual mem! Ive tried literally everything, I used to have sound streamed I thought it was problem BUT NO it wasnt, I then added preloader as different scene and took off html code that loops playback THATS NOT PROBLEM EITHER. Things would be so much easier if everything was in a simple interface :P unlike flash.
-please help
<url>http://www.jtyler.com/terrace</url>
this is example
Allocate More Virtual Memory
Can anyone help me to allocate more virtual memory to flash ?
Flash cannot open one of my projects and it writes that I should use get info command to allocate more memory to flash.. But where should I write that ? I had not encountered such problems before so I am desperate. Can anyone help ? Thankx
Increase Virtual Memory
hi,
working with a heavy file i now seem to be somewhat at the limit,
because flash asks me to increase the virtual memory (in the system
properties).
Does anybody know how to solve this, where to look exactly (didn't find
any system properties in flash itself, so i suppose that i have to look at
the system properties of my operating system (windows))?
Many thanks in advance.
Best,
Florian
Allocate More Virtual Memory
Can anyone help me to allocate more virtual memory to flash ?
Flash cannot open one of my projects and it writes that I should use get info command to allocate more memory to flash.. But where should I write that ? I had not encountered such problems before so I am desperate. Can anyone help ? Thankx
Virtual Memory Problem
I have an animation bit as a graphic symbol, not a small one (2 min) but nothing monstrous. all I'm trying to do is insert keyframes in the layer containing it, and I get a message that there is not enough memory to do it. I have a really strong computer and I boosted the vistual memory settings - but it didn't help. I tryed it on a different computer and it's the same. any suggestions anyone?
Virtual Memory Running Low
Hi!
I'm working in Flash Professional 8. My current doc is a 12 fps, 720x480px affair. I'm running it out to 75 seconds, and I have a goodly amount of sound files, and a few tweenings...
Anyway, I've got my virtual mem set to 4000mgs, but it's getting to the point where as I'm working on a frame, my dear 'puter tells me I've run out of virtual memory.
I'm not sure what else I can do... I'm using low quality wav files for my sound library (to be replaced later by the better, bigger files), but are there any tricks more experienced users have to help keep projects from becoming too unwieldy? I'm really kinda new at this, so I hope my ignorance will be forgiven.
Any and all help is greatly appreciated. Thanks in advance.
Allocate More Virtual Memory
Can anyone help me to allocate more virtual memory to flash ?
Flash cannot open one of my projects and it writes that I should use get info command to allocate more memory to flash.. But where should I write that ? I had not encountered such problems before so I am desperate. Can anyone help ? Thankx
Flash Virtual Memory Problem
Ok, I created a 3.5 mb flash file. I first made the movie which is played in the player as an swf. I next made the Player which houses the swf. I imported the movie and moved it into position and exported the entire thing. When I debug it works fine I test and it runs great. THe problem is when other computers download off server, it eats their virtual mem infinitely. Under the publish settings I turn off looping playback, I have a stop action script on last frame even. On the first frame of the parent movie I have if frame loaded then last frame, goto and play first frame of movie! I mean, is it not possible to view a 3.5 mb movie as one lump scene? Why does it continuously eat virtual mem? And finally is there a way to get around this without changing a lot of things. TO see what I mean <url>www.jtyler.com/terrace</url>
-PLEEEASE help no one seems to have answer
Did My Array Blow Out The Virtual Memory?
Thank you for taking a look at this thread!
I am using Flash to run a series of advertisements on a plasma screen. My hardware is a Dell Optiplex with a celeron processor, onboard video, 512 megs of ram, and 80 gigs of storage. I recently added a quiz that pulls questions from an array that is 84 lines long and recently, I got a call and found this up on the screen:
Here is the array, the random question/answer and assigning it to variables script.
Quote = new Array(
["Here is a question in the array", "here is an answer in the array"],
);
i = Math.ceil(Math.random()*87);
i = i -1;
Question = Quote[i][0];
Answer = Quote[i][1];
Now what happens is that during the ad cycle, where movie clips are put onscreen and then taken off, the quiz question pops up and then the answer pops up. At the end of the ad cycle, it cycles back around to the beginning and it picks up another question/answer and so on.
At the end of the cycle, I am not dumping any variables or clearing them out. Could that have overloaded the virtual memory?
Help Needed Regarding Virtual Memory Space
My problem started when I trace a picture into bitmap. After tracing it, the program sort of became slow and I stupidly saved it. Then flash tells me that I have insufficient memory to run the program.
And now I can't run or modify the program. What can I do to save the program without too much damage?
Image Sequence Virtual Memory Explosion
After searching for 2 days . It's seems there is a great bug in flash
- an image sequence of 100 (or more jpeg)
- 1 jpeg is 33 ko - 1000*667 px - original size "following flash image properties" 2900 ko
when you play the sequence (one jpeg per frame) , flash allocate 2900 ko to display the jpeg AND DO NOT RELEASE IT
so it accumulate a huge memory use
the other way is to use bitmapdata class (gskinner blog)
but if it works with (mean the memory is correctly freed) :
foo.dispose();
foo = new flash.display.BitmapData(1000,667);
foo.noise(random(5));
mc.attachBitmap(foo,1);
it doesn't work with :
foo.dispose();
foo = new flash.display.BitmapData(1000,667);
foo.draw(MC_OF_ONE_JPEG)
mc.attachBitmap(foo,1);
MY CONCLUSION : When flash process a JPEG to display it or send it to a bitmapdata , flash allocate some memory that he forget to free
Image sequence is a great fonctionnality. Answering that we just have to use video or multiple swf dynamicly loaded is stupid : The problem is just that flash doesn't freed the memory, and the problem is for everyone importing 3d-animation by the way of image sequence
But, may be im missing something (i already read the scope chain pb) ...
call for a genius:
the goal : force flash to free the memory he allocate (and accumulate) to render a jpeg
Bytes Per Frame
how can I determine the number of bytes a specific frame has? I know how to get the total bytes for a movie, but that won't help me since I will need to determine the bytes for a certain range of frames ( i.e. 1-100 only)..
I also need to know how to determine the number of bytes that exist in an external movie... I would like to PRELOAD some external movies, but also like to display the percnt loaded, based on the bytes.....
TIA
Many Bytes In First Frame
Hi all,
I have a swf that has about 70k of actionscript bytes in
the first frame. This means that if I put a preloader in
the first frame it won't show up att all until about
80% is done. How can i "move" the actionscript code
(classes mostly i suppose take the space) to the second
frame or at least make the preloader work?
(Also I cannot use a "wrapper" movie that loads the movie
in a movieclip because i need to catch rightclicks and
attach context menues which won't work with nestled movieclips)
There must be a common solution to this since a LOT of VERY
flashy movies on the web must contain lots of actionscript and
still their preloaders start at 1% as should be.
Anyone?
/ Thanks
Get Bytes Per Frame?
Does anyone know if it's possible to monitor the download process frame by frame? Like getBytesLoaded but per frame?
Thumbnail Frame Bytes?
Hi:
I checked mi size report on my site file and it shows the thumbnail key frame to be huge, like 1 meg. Am I doing something wrong? I Imported my files from photoshop at final size (small) with compression) and at 72 dpi, I also changed the thumbs into buttons, they work, but it seems to me something is wrong. All my thumbs in the gallery (15 to 20) are in the same frame.
Please help, I am lost.
Thank you.
Enrique M.
Blank Frame One So Big On Bytes During Output?
I made my version of that preloader idea, and it's true, using the imported/shared loader is so much better that re-creating it for each flash file. My problem is that for some reason, my .fla file that I am using it for has a frame one size of 75K even though the main timeline only has the 3K loader in frame one, with all other layers in the main timeline being blank at frame one!
Do you know what counts towards the final outputted frame one's byte size? I have some buttons with sounds and animations on their rollovers, and they have content on frame one, but only *inside* the associated symbol timelines, but on the main timeline, the only thing on frame one in the main timeline is the loader. All other main timeline data appears at frame two and after. Why is it making frame 1 so big, then? On dial-up simulation downloads, it has to wait until it has downloaded the first 75K before even showing the loader movie (which works wonderfully once allowed to show up).
I have made other fla files with sound events and such, and they seemed to work fine, showing that frame one in the main timline is only allocating 3K to the small shared loader symbol, with all the other data being filled in frame 2 and beyond. However, I can't determine why the frame one area is getting allocated with 75K of data in the movie I need to be working with, since no data appears on the main timeline besides the loader in frame one in the loader layer. Do event sounds, symbols, or buttons force the final output to load them on frame one whether they are on the stage or not? Or do the first frames of all symbols' internal timelines count toward the main timeline loading for the first frame? Are either of these the case, or is it something entirely different?
Maximum Frame Bytes In 15 Fps Flash 8 Movie
I have a Flash 8 movie, with several motion tweens that take the average frame size from 200 bytes up to 1000 at about halfway thru my movie. What is the max acceptable when designing movies at 15 fps? And is there a way around this that won't cause delays in downloading?
thanks.
Get Bytes Loaded And Bytes Total When Loading A JPG From A Different Domain
im probably better posting this here...
I have a online photo album but im likely to run out of server space for my images so i load pictures from different servers.
When ever i load in an image i have a progress bar that shows the bytes loaded and bytes total properties of that image.
Now if i load in an image that exists on the same server as the photo album swf then my progress bar works fine and it gets the bytes loaded and bytes total of that image, but if i load an image that is on a different server than the album then it doesnt get the bytes loaded or total, even though the image does load.
Is this part of macromedias security issues, what are macromedias security issues on this topic?
Any ideas round this?
I also found that the onData event for a movie clip doesnt work when your loading an image from a different server, but it does if you load an image from the same server as the swf. I got round this by checking if the height of the MC where the image was loading had changed, if it had then the image had loaded in.
cheers
Get Bytes Loaded And Bytes Total When Loading A JP
I have a online photo album but im likely to run out of server space for my images so i load pictures from different servers.
When ever i load in an image i have a progress bar that shows the bytes loaded and bytes total properties of that image.
Now if i load in an image that exists on the same server as the photo album swf then my progress bar works fine and it gets the bytes loaded and bytes total of that image, but if i load an image that is on a different server than the album then it doesnt get the bytes loaded or total, even though the image does load.
Is this part of macromedias security issues, what are macromedias security issues on this topic?
Any ideas round this?
I also found that the onData event for a movie clip doesnt work when your loading an image from a different server, but it does if you load an image from the same server as the swf. I got round this by checking if the height of the MC where the image was loading had changed, if it had then the image had loaded in.
cheers
Strange Problem With This Pause Frame Code. Flush Memory ?
I have this code in a frame. it pause the frame until its time to go to another frame.
My problem is that if I press a button on the stage that is sending the playhead to another frame in the movie, it is remembering the pause code and going back to the frames where the playhead came from. The playhead is not respecting a stop(); in the frame where the playhead is supposed to stop.
The playhead is going to the correct frame, but after a few seconds pause it continues back to where it came from. I think I need some actionscript to sort of flush the memory for the pause code when i click the button that is sending me away to another place in the movie.
Here is the pause code which is causing the trouble:
stop();
function timer() {
clearInterval(myTimer);
gotoAndStop(myFrame);
}
myTimer = setInterval(timer, 9000);
myFrame=("screensaver2");
Memory Leaks In Flash? Cus My Program Is Using Over 235,000kbs Of Memory
ANY HELP APPRECIATED as i've spent 2 days on this (started 2 days 3 hours ago)... please help me
I have only 16 images in my program, its a slideshow, all my images have a small image selection which on(rollOver) shows that image in a bigger screen, however when my program launches, I do ctrl + alt + del, and my memory usage for that swf file I made is at 235,000kb of memory, and my laptop can't handle it, (its 70mb) and the original .fla file is (70mb)
Is there anyway to fix this, I belive my scripts are leaking, I know for a fact, im not cleaning my locals... or globals...
if I declare a variable should I set it to null?
Question 1: Should I remove local variables? if so how do I do it?
Question 2: Should I remove global variables? if so how do I do it?
Question 3: Any other things I need to know?
this is my code for start up, which hides all images not in the first 4 places (which is suppost to be visible) the others are turned invisible...
Code:
_global.b = Array();
_global.end = 16;
_global.b[0] = btn_1;
_global.b[1] = btn_2;
_global.b[2] = btn_3;
_global.b[3] = btn_4;
_global.b[4] = btn_5;
_global.b[5] = btn_6;
_global.b[6] = btn_7;
_global.b[7] = btn_8;
_global.b[8] = btn_9;
_global.b[9] = btn_10;
_global.b[10] = btn_11;
_global.b[11] = btn_12;
_global.b[12] = btn_13;
_global.b[13] = btn_14;
_global.b[14] = btn_15;
_global.b[15] = btn_16;
_global.X = 40;
_global.Y = 30;
var t:Number = Array();
for (var i:Number = 0; i<4; i++)
{
t[i] = (i*100)+80;
}
for (var i:Number = 0; i<_global.end; i++)
{
var b = _global.b[i]._x;
_global.b[i]._x = (i*100)+t[0];
if (b != t[0] and b != t[1] and b != t[2] and b != t[3])
{
_global.b[i]._visible = false;
}
else
{
_global.b[i]._visible = true;
}
}
code for scrolling through my list of images (as it only shows 4 on the screen at one time)
basically, each image is 90 * 68 (width/height) the X position of the first image is 80, and it increments by 100 each time, until the 5th image, in which its 30, the start up code above, spaces them out by 100 (as I normally dont have enough room to fit 16+ images spaced out by 100) it also does other things
Basically, t gets the X position of last image... then
And basically hides and unhides images pending if they're X position is 80, 180, 280, 380...
Code:
on(release)
{
var t:Number = 0;
for (var i:Number = 0; i<_global.end; i++)
{
t = (i*100)+80;
}
for (var i:Number = 0; i<_global.end; i++)
{
if (_global.b[i]._x > 79)
{
if (_global.b[i]._x == 80)
{
_global.b[i]._visible = false;
_global.b[i]._x = t+100;
}
if (_global.b[i]._x > 579)
{
_global.b[i]._visible = false;
}
if (_global.b[i]._x == 480)
{
_global.b[i]._visible = true;
}
_global.b[i]._x -= 100;
}
}
}
The next code is for "enhancing" my images a little bit, it increases its Width & Height by 30 and 40... and decreases by that on rollOut / dragOut
(as you can dragOut and rollOut doesn't happen therefore I need it so you can't "increase" the image height & width without decreasing when your mouse moves off it)
Code:
on(rollOver)
{
gotoAndStop(2);
var b = btn_1
b._width = b._width + _global.X;
b._height = b._height + _global.Y;
b._x = b._x - X/2;
b._y = b._y - Y/2;
}
on(dragOut)
{
var b = btn_1;
b._width = b._width - _global.X;
b._height = b._height - _global.Y;
b._x = b._x + X/2;
b._y = b._y + Y/2;
}
on(rollOut)
{
var b = btn_1;
b._width = b._width - _global.X;
b._height = b._height - _global.Y;
b._x = b._x + X/2;
b._y = b._y + Y/2;
}
Thats it, they're basically 1 of each different thing I have... it basically stays the same, I have 32 images (large_1-16, and small_1-16)
They're exactly the same size, but I wasn't sure if I could use 1 image twice, for different things (they're size is 2500 * 1900 give or take a 100 or so)
Bytes
could anybody give me some code for displaying the total bytes of a movie and the loaded bytes of a movie in two variables?
myvar1?
myvar2?
Help With Converting Bytes To KB's
Hey guys,
Does anyone know how I convert the following, so it gives me an output of Kilobytes with no decimals?
cache = _root.getBytesLoaded()+" Bytes";
I have tried:
cache = _root.getBytesLoaded()/1024 +" KB";
but it adds a bunch of decimals as well.
Thanks in advance,
:: ampdeck
BYTES LOADED
_root.getBytesLoaded()
you all know this is usually used for preloaders
but the thing is i want to set up preloaded, but the thing i want to do is i want it to be set like
_root.getBytesLoaded()= 355000
like this is 350 kb so that it goes on after that amount of bytes loade....so how to do that??
Bytes Loaded
Because my intro loaded too slow I wanted to make a preloader.
Not a bar preloader but a summary of the bytes loaded. I want to have the following details:
Bytes loaded: ...
Kilobytes loaded: ...
Total kilobytes: ...
Percentage loaded: ...
Can someone help me out, or tell me which code I needed?
Kind regards,
Philippe
Lose Bytes Now Ask Me How
Wanna to optimize your swf content ? Get rid of unnecessary swf elements that wont effect the quality.
Find the Flash Optimizer here:www.show-kit.com/flash-optimizer
Music Bytes
Where can one find music bytes to use with Flash?
Thanks
Ecinele
Preloader With Bytes
Hi,
Is there any way to make a preloader in Flash4, that shows bytes, as in version 5?
Thanks,
Marcelo
Round Bytes
Post Preview:
for a preloader how do you round the bytes loaded to the nearest thousanth. my works, but for example displays 34.445453(to forever) when i want it to show 34.445
the code im using is
onClipEvent (load) {
_root.stop();
}
onClipEvent (enterFrame) {
var totalk = _root.getBytesTotal()/550;
var loadedk = _root.getBytesLoaded()/550;
var percent = Math.round((loadedk/totalk)*100);
if (loadedk<550) {
_parent.btxt = totalk;
}
if (loadedk<550) {
_parent.btxt = loadedk add "k";
}
if (percent<100) {
_parent.ptxt = percent add "%";
} else {
_root.play();
}
}
Get Bytes Loaded
Hi guys:
I'm making a preloader and I want to show the bytes or KB loaded of a movie. I found a MC method ._getBytesloaded, but it works apparently only with a MC or a movie loaded in different level than 0 or root.
I want to show the bytes or kb loaded of the complete swf file (_root, I say).
Any scripts for getting this?
Any suggestions or ideas.
I'll appreciate your feedback.
...
Bytes Per Second Preloader
Searched FK, couldnt find a thread on how to make a preloader that calculates bytes per second & how many seconds till done preloading.
Does anyone have any code for this?
All Bytes Loaded ?
hi,
simple question (i guess):
When I use getBytesLoaded and getBytesTotal:
Are all bytes of the complete movie loaded (all scenes), or just the bytes from the scene whith the AS in it?
Thankyou,
Maaike
Determining Bytes
I want to import a jpg through:
loadMovie("video1.jpg", "_root.mymovie");
Is it possible to determine the byte size of the jpg before loading it??
Bytes Used By Actionscript
Does anybody know how much size (as in bits and bytes) is taken up by actionscript? Is it the same as generic text, which I think is something like a character is 8 bits(1 byte)?
Thanks
Reading In Bytes... Um I Think
Is there anyway way of reading a web page and displaying it in flash... like read a page full of stats and then display only some of em
thanks
Get Total Bytes
I am trying to get a movie to advance to scene 2 once the MC on scene 1 has finished playing any ideas?
I thought I could try using get total bytes but to be honest I am a relative beginner so all attempts at getting this to work have failed miserably.
Thanking you in advance.
Bytes To Image
Here is my question.
Is it possible to convert a byte[] to image in actionscript 3 ???
I've done this already in other languages (like C#) but i don't know if it's possible.
I'm working in adobe flex 3 right now
Thx for your help
Bytes Loaded
Hi,
I have a part in my site with a hudge amount kb's so I don't want to load it all in one part, is use this code. How can I change it to "bytes_total" to a framenumber.
bytes_loaded = Math.round(_root.getBytesLoaded()/1000);
bytes_total = Math.round(_root.getBytesTotal()/1000);
_root.loadBar._width = bytes_loaded/bytes_total*405;
if (bytes_loaded == bytes_total) {
gotoAndPlay(14);
delete bytes_loaded;
delete bytes_total;
}
Thanx
Getting Bytes From Loaded MCs
am wondering if it is possible to have the framework of a preloader in the _root level.
if a movieclip is loaded (let's say an external MC) can the preloader (on _root) display progress/percentage of the MC currently being loaded? or does the preloader have to exist IN the loaded movie?
hope this makes sense. It is driving me crazy, but then there is always someone better than me....at actionscript.
cheers.
Get Bytes From 2nd Scene Even Possible?
hi,
so i've tried a few different preloaders but it seems that the only one that works with what i'm doing is a preloader in a seperate scene.
my question:
Is there a way to grab the bytes loaded and total from the main scene and show them in the preloader scene?
If Bytes Loaded.
I´m doind I small slideshow.
The pictures will be loaded apart, and will have a preloader.
I want to make the slideshow to play only after all the movieclip (pictures) are fully loaded on to the main movie.
How do I do that?
thanks
Getting The Bytes Loaded
I want to load a movie in to another movie. In the host movie, I need to have a preloader.
How can I get the total bytes loaded using getByesloaded() command? I want to get the total bytes loaded including the host movie & the loading movie.
Please help.
Get Bytes Loaded
I have this code but the getbytesloaded doesnt work.
Do you have any ideas?
Here is the code
_root.activate.linksbut.onRelease = function () {
_root.links.gotoAndPlay (4);
_root.empty.createEmptyMovieClip("target_mc", 1);
_root.empty.target_mc.loadMovie("links.swf");
_root.prel.gotoAndPlay (2);
_root.prel.transferIndicator.gotoAndStop("on");
}
this.onEnterFrame = function(){
percent = (_root.empty.target_mc.getBytesLoaded()/_root.empty.target_mc.getBytesTotal())*100;
_root.prel.bytesLoaded = _root.empty.target_mc.getBytesLoaded();
_root.prel.bytesTotal = _root.empty.target_mc.getBytesTotal();
if(percent == 100){
_root.prel.transferIndicator.gotoAndStop("off");
this.onEnterFrame = undefined;
}
}
function preload(theClip) {
if (_root.prel.transferIndicator._currentframe != 2) {
_root.prel.transferIndicator.gotoAndStop("on");
}
if (theClip.getBytesTotal() > 0 && theClip.getBytesLoaded() == theClip.getBytesTotal()) {
_root.prel.transferIndicator.gotoAndStop("off");
}
_root.prel.bytesLoaded = theClip.getBytesLoaded();
_root.prel.bytesTotal = theClip.getBytesTotal();
}
Thanks
Preloaders Using Bytes (flash4)
How am I meant to make a preloader that uses how much bytes the person has downloaded instead of frames?
I only have flash 4, so I have no idea how to do it.
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