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Found 8 results

  1. hey guys, did you have a cool trick to search a specific tween in memory ? In a complexe deep events with multiple promises, i can destroy tweens but also keep some specific looping tween active ! And it become little bit hard when inside a breakpoint , to look and debug in memory if all go fine. You know when your search current active objects in memory. It hard to know what tween i need keep or release to gc. Did you have a tricks or maybe a thing we can do to know what tween are currently in memory when debuging? The example upper show me when snapp the memor
  2. No need to worry. Tweens and timelines are automatically made eligible for garbage collection (gc) when appropriate (typically when they finish but if you maintain a reference to an instance so that you can restart it later, for example, it won’t be gc’d out from under you). Basically the system manages gc for you and generally cleans up after itself.
  3. hi guys, i noticed when i delete a objets, the easing still loaded in memory. What the best way to manage your api for a video game ? do i need to stock all instance in a buffer and batch destroys them ? Example here, all those objects not exist in my render, they was deleted, but keep existing in memory from your API. What best practice, recommendation for manage the garbage collector ? Did you have something native implemented yet? thanks
  4. Hi, I'm using TweenMax with PIXI.js to tween positions of objects... I have lots of objects being spawned, tweened and then destroyed. When I just create an object and then destroy it and make it null, it gets removed from memory (using Chrome heap snapshot to check). If I create the object then tween it, then call kill() on the tween and destroy my object, it the object hangs about in memory. Its seems that TweenMax is keeping reference to the target I set the tween on, even after I have called kill() on the tween, in some kind of lookup dictionary in TweenMa
  5. fvchapa

    Memory optimize

    how is a best way to generate animate and kill then for memory optimize? im include tweenmax ang generate animation but is continued trigger and jsheap increase all time. see screen capture
  6. orikl

    Memory leak

    Hello, I'm using Greensock in my application and recently I joined the club. I now do some profiling on my application because there's a memory leak and I'm trying to find it. I am using a custom static class I have found here. Basically, I add an instance of an object I want to track to a Dictionary that constructed with weakKeys set to true, and then after I remove the object the tool calls System.gc 4 times and then prints all the keys that are still exists in the dictionary. To make things short, if I tween the object, there's still exists a reference to the object, whi
  7. Hi, Just need to sanity check what I am doing and get best advice on clearing loadermax queue (and contents) from memory. So, I am using a LoaderMax queue in Air to download & store locally a series of assets (images, videos, pdfs). _queue.append(new DataLoader(itemURL, {name:itemID, format:"binary", estimatedBytes:_estBytes_general, autoDispose:true}) ); I should say at this point I am not yet doing the saving to local filesystem (so that is not influencing memory) So, Potentially I may have 100's of MB of files which may kill the app if I wait until the end of t
  8. Alright, I'm 100% stuck, and I really need some help with my project. Below is a link to the FULL project so you can see everything that's there and test it yourself. It's 180MB, sorry for the filesize, but its like 78MB of video and some sound and other things. http://www.mediafire.com/?5eox4gderare717 The project is one frame, on the frame there is a movie clip called rewinder. inside rewinder theres about 24 frames that left and right arrows on screen navigate between, and plays different videos. I'm loading videos 2 in front and 2 behind the current frame, and unloading any vi