Boolean in AS3 takes up four bytes of memory to store a single bit of information. It takes up 32x more memory than it needs. We can make better use of this memory and today’s article explains how.
Posts Tagged memory
When you instantiate one of your classes, how much memory does it use? Today’s article tries out a lot of combinations and counts the bytes used. The conclusion is easy to remember and will give you a solid understanding of how much memory your app is using.
When I first wrote about master strings I proposed a function that would help to trim them down and potentially save a lot of memory. However, that method still resulted in a string with a master string one longer than it. Ideally, we’d have no master string at all. Since then, three astute readers chimed in with alternate solutions to the problem. Today I put try all three out to see which method does the best job of cleaning master strings.
Dealing with XML files can very easily trigger Flash to “leak” memory. Your app may only keep a tiny fraction of the XML file’s contents, but the whole file may stay in memory and never get garbage collected. Today’s article examines how this happens and how you can clean up all that unused memory.
As I discovered in the previous articles, loaded bitmaps are stored in memory in two forms: the compressed PNG, JPEG, JPEG-XR, GIF file and the uncompressed RGBA pixels. If you don’t use the pixels, Flash Player will reclaim its memory and then uncompress it if you use the bitmap later on. However, if you do plan to use the bitmap, isn’t the compressed file data just memory overhead? Today’s article will show you how to dump this unused file data and save a bunch of memory.
I’ve mentioned the concept of VRAM (video memory) in a few articles, but I still find constant confusion among readers of this site as well as coworkers and colleagues in day-to-day work with
Stage3D. Today’s article will hopefully clear up the differences, dispel some myths, and help you make the best use of both of them.
Flash 11’s new
Stage3D enables us to make amazing 3D games and applications in Flash. It also burdens us with two forms of memory: the system memory (RAM) we’re used to and the video card’s memory (VRAM) that stores objects like textures, buffers, and shaders. In order to not use more VRAM than the player’s video card has, we must know how much VRAM they have. Unfortunately, the
Stage3D API does not provide us with this information. Today’s article provides a workaround function that allows you to quickly test your players’ VRAM. UPDATED to fix some bugs in the test