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Re: flash player and cpu usage

Wed, Apr 6 2016 6:55 PM (12 replies)
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  • PaulTon
    10,731 Posts
    Wed, Apr 6 2016 11:26 AM

    TracyMax:

    What'd he say???

    He's organising a WGT flashmob, I think.

  • cej0
    255 Posts
    Wed, Apr 6 2016 11:56 AM

    This from Adobe...

     

    Flash Player is a language runtime.  We process ActionScript written by the content provider, and do all the nuts-and-bolts stuff, like allocating memory and rendering pixels to the screen.  Game developers often times push the edge of what's possible with Flash, and don't always write the most efficient code.


    We make a performance profiling tool available for content developers called Adobe Scout that allows them to track what code is spending the most time on various activities, so that they can identify and optimize hotspots.

     

    It's unlikely that there's a generic fix that we can make that will magically improve performance for this one game.  The best course of action is to report the performance issue to the game developer, and encourage them to profile it using Scout.  If they identify a specific problem with an ActionScript call that's super slow or something, they'll be able to isolate that case and ask us the fine-grained technical question necessary to either identify an actionable problem, or provide them with a recommendation on a better approach, etc.

  • Infinito3010
    3,689 Posts
    Wed, Apr 6 2016 6:55 PM

    All I am saying is that the flash memory allocated by the game is being dynamically allocated between holes, either to show ads, etc.  This memory is not being released, but dynamically re-sized.  Hence, the memory is not continuous, which shows as resources slowly increasing over time.  Hence, memory leakage.

     

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