Hello,
first of all: nice new forum! and thanks for the 2.5 Version
I did an application for an nature center, a simple app where the user can zoom into an map an click poitn to get mor infos, with another menu the user can change some overlay information, trails, historical infos, things like that.
I used animate 2019 to make the overlays and interface sheet, and I thougth I can use animate to program the app. Ok, my problems.
when using animate to debug the app I can only use the "Adobe AIR Debug Launcher (32 Bit)" the graphic memory is limited and I can only test the app with reduced textures. Would be so much easier to run the app in 64bit.
I compiled an app with embedded runtime, and changed some things in the xml file. that's what the xml looks like:
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<application xmlns="http://ns.adobe.com/air/application/32.0">
<id>Fischbeker</id>
<versionNumber>1.0</versionNumber>
<filename>Fischbeker</filename>
<architecture>64</architecture>
<description/>
<name>Fischbeker</name>
<copyright/>
<initialWindow>
<content>Fischbeker.swf</content>
<systemChrome>standard</systemChrome>
<transparent>false</transparent>
<visible>true</visible>
<fullScreen>true</fullScreen>
<aspectRatio>portrait</aspectRatio>
<renderMode>direct</renderMode>
<depthAndStencil>true</depthAndStencil>
<maximizable>true</maximizable>
<minimizable>false</minimizable>
<resizable>false</resizable>
</initialWindow>
<icon>
<image128x128>AppIconsForPublish/bl_sw_128.png</image128x128>
<image48x48>AppIconsForPublish/bl_sw_48.png</image48x48>
<image32x32>AppIconsForPublish/bl_sw_32.png</image32x32>
</icon>
<customUpdateUI>false</customUpdateUI>
<allowBrowserInvocation>false</allowBrowserInvocation>
<supportedProfiles>extendedDesktop</supportedProfiles>
</application>
I can now load the great map to zoom in and can show all overlays. While changing the scaling of the map or changing overlays the memory stays constant, in the windows process managar and in the stats stdmemory. When I scroll through pictures in the galery clip after a few steps the memory increase, not a little bit, it explodes in 200MB steps.
I deactivated a few things to see, but I can't see the problem, first I thougt the drop shadow behind the galery could do this. but I can't find the error.
in the init of the clip I have a few arrays with text and imagenames on touch the 2 imageclips moves inside a maked clip.
private function next(){
_nr++;
if (_nr > (_maxNr-1)){
_nr = 0;
}
// wer ist zentriert
if (_cont1.x == 0){
_contNr = 2;
Game._juggler.tween(_cont1, 0.6, {x: 1618.0, delay: 0.0, transition: Transitions.EASE_OUT } );
_cont2.x = -1618;
changeImage(_cont2);
Game._juggler.tween(_cont2, 0.6, {x: 0.0, delay: 0.0, transition:Transitions.EASE_OUT } );
} else if (_cont2.x == 0){
_contNr = 1
Game._juggler.tween(_cont2,0.6, {x: 1618, delay: 0.0, transition:Transitions.EASE_OUT } );
_cont1.x = -1618;
changeImage(_cont1);
Game._juggler.tween(_cont1, 0.6, {x: 0.0, delay: 0.0, transition:Transitions.EASE_OUT } );
}
trace (_textArray[_nr]);
_tf.text = _textArray[_nr];
}
in side the offscreen clip the texture is switched with:
private function changeImage(sp: Sprite){
// remove old image
if (sp.numChildren != 0){
for(var i:int = sp.numChildren -1; i>0; i--) {
var image = (sp.getChildAt(i)) as starling.display.Image;
// image.texture.dispose(); kills the texture in _am
image.dispose();
sp.removeChildAt(i);
image = null;
}
}
trace (_imageArray[_nr]);
var layerTexture = Game._am.getTexture(_imageArray[_nr]);
var _image = new Image(layerTexture);
_image.scaleX = _image.scaleY = 1;
_image.x = _image.y = 0;
sp.addChild(_image);
}
I am using starling 2.5, animate 2019 on widnows 10 and 4k resolution.
I would really appreciate help, actually I' am frustrated about the 32bit limitation when compiling a swf in animate.