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Thread: How much memory are people using?

  1. #1
    Senior Member
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    How much memory are people using?

    Hi,

    I am just wondering what sort of memory footprint people are using. I am working on a project that doesn't have any 3D, not really any complex animations, several tween types and some image/audio importing.
    It gets up to about a maximum of 270mb when running as an .exe, thinking this is quite a lot.

    The total size of the audio files is < 100KB
    The total size of the image files is < 1MB

  2. #2
    Senior Member
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    Oct 2003
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    270mb ? Are you talking megabits(Mb) or megabytes(MB)

    270MB is Huge in terms of the internet (In my opinion), but may be fine for CD-Rom distribution. In any case, I would look for ways to break it up into smaller swf files.

  3. #3
    Knows where you live
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    Are you sure that only the flashplayer is using 270MB? Where are you getting the number from?

    I think 270 is a little high, but I have never measured it so I have nothing to compare to. If you aren't seeing any major performance problems I wouldn't worry about it.
    The greatest pleasure in life is doing what people say you cannot do.
    - Walter Bagehot
    The height of cleverness is to be able to conceal it.
    - Francois de La Rochefoucauld

  4. #4
    Senior Member
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    270 Megabytes, it is a kiosk application and it performs fine but obviously this amount of memory usage is very high for what it does.

    That figure is from task manager for the projector .exe. It starts at about 140MB and builds up as everything is switched in and out of the display.

    I'm not sure how much of a cleanup I can do either as I need everything available as the user has the option to go back to previous 'pages'

    Hmm

  5. #5
    Senior Member
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    OK, I figured out where the main problem was. Each of the 'pages' I have to swap in and out of the display list reuses images. I was creating a copy of the image instead of reusing it properly.

    Originally I was using this:

    Code:
    public static function CopyBitmap(b:Bitmap):Bitmap
    {
        var image:Bitmap = Bitmap(b);
        var imageNew:Bitmap = new Bitmap(image.bitmapData.clone());
        return(imageNew);
    }
    Now I just create a new bitmap based on the original bitmapData:

    Code:
    new Bitmap(imageLoaders["booleanSelector"].content.bitmapData)
    It's down to about 140mb now, I think some of the problem now is using multiple scroll panes, text effects, embedded fonts etc hmm

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