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notaus123 #1
loadMovie and memory usage
Dear Developers,
I have a big problem with Flash 7 (and 6):
I need to attach a movieclip which contains a jpeg image several times (up to
50 times!). But I want to do this dynamically on the fly without changing the
fla-library, compile it, upload it,....
So my problem is: If I first load the jpeg image into my movieclip with
loadmovie and then dynamically attach or duplicate this movieclip to Stage
several times, the Flash Player needs for ex. 50 times the memory size of one
image!
If the image is placed within the library (no dynamic load with loadMovie),
Flash simply takes the image and duplicates it internally so that the memory
usage is very low.
So with the dynamic loadMovie solution, Flash player needs about 50MBytes
memory, with the image placed within the library only 1 MByte. A big difference!
Are there any workarounds available? Maybe changing the image server-side with
a Generator... but for MX?
notaus123 Guest
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CesareRocchi #2
Re: loadMovie and memory usage
ig you use 'loadMovie' the player should do some caching (if the image is the
same) and prevent memory leaks.
Caching, AFAIR, works if you load the same image, from the same URI, in the
same or different mc holder(s).
HTH,
-c.
CesareRocchi Guest
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notaus123 #3
Re: loadMovie and memory usage
yes. but downloading or caching is not the point. i mean the internal memory usage of the flash player
regards
notaus123 Guest
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CesareRocchi #4
Re: loadMovie and memory usage
ok ok, but if you don't want to modify your fla the only solution is going with
loadMovie ...
and its consequences. Even if you find a way to decompile and recompile wouy
swf on server side
I doubt you can change the library.
Good luck.
-c.
CesareRocchi Guest
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notaus123 #5
Re: loadMovie and memory usage
with the swift-generator it was possible to simply replace images within
compiled swf files. but there's no support for MX swf available, only flash 5.
but thanks for your help. maybe macromedia will fix this bug one time...
cu
cs
notaus123 Guest



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