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About prestont

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  1. Sorry for the delay confirming but this indeed seems to work perfectly. Thanks again for all the help.
  2. This looks perfect, thank you. This was actually my first thought for a solution but I wasn't sure it was going to work but I am very glad to hear it will. Will be implementing today so I will let you know how it goes. Thanks, Preston
  3. So I am loading a bunch of images (for a game). When the game starts it starts loading images say 4 at a time. Some are higher priority related to others but aren't actually queued until a little later in the load cycle. I can basically give every image a priority of 1 to 10 say (1 being highest) but can't know what order they will be queued in or even what exact will be queued until later (or even after a user action) I now want to setup LoaderMax so that when I get a new image (say priority 3) I can insert it such that any currently pending priority 1, 2 or 3 images load first but the
  4. Yes, the problem was the fla had an external dependency. I guess the swfloader tried to find it but never timed out of the process for some reason when it couldn't. Removing the (unneeded) dependency resolved the issue. Thanks, Preston
  5. Well in trying to create a minimal app, I found the problem. Apparently it was getting stuck on what looks like a corrupt SWF. I have attached it in case you want to see the effect. Basically it got stuck somehow thinking it was still loading and blocking the queue.
  6. I am getting a strange case I can't debug successfully. This is in code I have used in previous projects successfully. I am loading various SWF resources for the game. A bunch of resources (SWF's) are downloaded using a LoaderMax. This load without problem. _gameLoader = new LoaderMax({onFail:errorHandler,maxConnections:6,auditSize:false}) public function requestGameSWF(rname:String,n:String):void { var swfl:SWFLoader = new SWFLoader(n,{name:rname,autoPlay:false,onFail:gameSwfErrorHandler,onComplete:gameSwfLoadComplete}); _gameLoader.append(swfl); _gameLoader.load();
  7. Thanks for the explanation. All I meant by the extra class was my understanding is that unless I did dispose(true) the ContentDisplay object, which I wasn't using, stuck around which seems to account for about 15% of my active memory and that was why I was using true instead of calling it with false. I figured the call was safe since I had a reference to the class. In fact, it actually appears to work fine and the user doesn't see anything unless you have the debugged version of flash player installed so I guess I can go with it and see what happens. Thanks again, Preston
  8. I am getting the class already in line with: swfl.getClass(swfl.name) and storing that myself so I don't see why I would need another reference to it. I would rather not keep the extra object around unless it is necessary. As far as I know there is no way for one object to force GC on a pointer that is still referenced in flash. dispose(false) does seem to remove the error message but keeps more memory for something I will never access.
  9. So I am using SWF loader to download a large number of individual assets as needed. Since i reuse them a lot (in a game) , after load I simply read out the class and store it in my own lookup table. public function gameSwfLoadComplete(e:LoaderEvent):void { var swfl:SWFLoader = e.target as SWFLoader; ImageManager.instance.loadDone(swfl.name,swfl.getClass(swfl.name)); } I have been using this code for a few weeks but starting to see some performance issues. I realized i was leaving around the SWFLoader and DisplayObject so I added a third line to the above fu