I really would love some feed back on this

I developing a game and am calling two external .swf files on
to the stage at the same time. How do I make these two communicate
probably between one another from the stage without breaking down
or crashing?
I have on the stage a reapeated loop so when it receives an
action, or variable, it will trigger one of the two external .swf
files. But after the first trigger, it doesn't work again!! It will
only play what I call taht one time and not again. I have tried
deleting the variables, setting them back to default, etc.
Let me know if this isn't enough clarification on my problem
or question. Again, I am basically asking for a way to commuicate
between two external .swf files smoothly and without a worry of it
crashing.
Please help

Cool. You didn't ask for it, but I'll give you just a couple
more pointers.
createEmptyMovieClip returns a reference to your clip. So you
can assign it to a variable and then just use that variable for
future referencing. It can save you a lot of heart ache with typos
and the like. So your code could become:
curEnemy=createEmptyMovieClip("enemy_holder", 10);
curEnemy.loadMovie(['enemies/enemy_0.swf'], 0);
curEnemy._x = 0;
curEnemy._y = 0;
Its subtle, but can be very helpful.
The next issue is that you have a conditional comparing the
bytesLoaded and bytesTotal. I'm seeing several potential problems
here. First, I think that there is no bytesLoaded property for the
movieclip class. There is a getBytesLoaded() method, but that is
different.
Next your code is probably working because both bytesLoaded
and bytesTotal ARE equal since neither exist. So they will both
need to be replace with the methods.
Finally if this project is going to be delivered over the
web? If so your code will break when it goes online since it will
take time for the external swf to load. Flash won't pause on the
loadMovie line until the clip loads and then proceed. It will start
loading and continue on with the rest of the code in the frame.
Unless enemy_0.swf is tremendously small, by the time Flash gets to
the loading test there won't be anything loaded and Flash will just
skip to the end.
Of course I'm not sure why you have to wait for enemy to load
before you start loading char.swf. But we will pretend for right
now that it does.
Since you basically need to keep comparing the loaded and
total over time until the file has finished. Your choice for this
would be either onEnterFrame or setInterval. The first is easier to
explain so I will start there.
this.onEnterFrame=function(){
if(curEnemy.getBytesLoaded() == curEnemy.getBytesTotal()
&& curEnemy._width>0){
//the clip is loaded and ready
//do what you want but be sure to do:
delete this.onEnterFrame
That is the basic way to wait until a clip has fully loaded.
Don't forget to delete the onEnterFrame when completed or it will
just keep on going and wasting your processor.
PS: I'm guessing what you found out was that since you are
loading a swf into enemy_holder that the name of the swf was not
important and that only the name of the container clip was? So the
answer was:
enemy_holder._x +=10;
Unless of course on the main timeline inside of enemy_0.swf
there also happened to be a movieclip with the instance name of
enemy_0, in which case the first example you gave would also do
something!

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    If there are tips or tricks that I should know for battery use or speed, please let me know. At this point, I have 13 days to return the phone and unless something changes, I don't see a reason to keep a phone that I have to fiddle with the settings (which is why I bought in the first place, to not have to) to get a work day's worth of use when I can just strip down the Charge and get the same speed and battery life...........but I get my $200 back.

    Motorola's Smart Actions, Battery Saver, have greatly improved battery life on my Droid Razr Maxx. Also, Gravity Pro Screen Off will turn off your screen, one of the biggest battery consumers on your device, when you lay it down.

  • AVI file, streamclip,nothing plays. Would love some input

    Things are never simple anymore. Just had a client give me an AVI file to use in a project. Of course it will not play. So I used streamclip to play it and all I get is a white screen. At this point I have no idea if it is a bad file or I am not using the proper tools to play it. I am lost. It is a 6.6 mb file so it must have some content. Any help would be greatly appreciated.
    Best
    Tom

    Yes, it can since it installs the ffmpeg and mencoder components.
    in all honesty though if you are on an intel mac or a ppc one for that matter and can run windows via boot camp or Virtual PC respectively . . . or have access to a real PC you may just find that the easiest way to convert the file . . . . this is assuming that the client has the file in no other format since its as old as the hills to start with !
    HTH's
    One last thought playing it back in mplayer and using screen recording software to capture it to a quicktime file is a bit of a rough and ready solution but since I doubt the quality of the original file is going to be stunning its another alternative worth considering
    Ha ! . . one other wild stab in the dark solution . . upload it to YouTube as an HD file and see if YouTube can convert it for you . . simple enough to download YT videos these days . . easy enough to convert that to quicktime . . rubbish quality I am betting tho
    Message was edited by: Steve Mizen

  • After Effects very slow - would love some help

    Ok,
    Here is my system :
    Vista 64 Ult.
    Q6600
    P5Q-E
    8 gig of RAM
    Geforce GSO 9600
    I am working with a project that is 1500 X 1050 (approx) - it contains some camera moves and some page peel effects on pictures - and it is running unbearably slow...
    I have enabled Disk caching to a separate SATA drive - also I notice that when I am running CS3 - is saying it only recognizes 4 gigs of RAM.
    I have also enable Multiprocess for frames.  Now, I am not even close to a regular user of After Effects, so this might come as obvious, but what can I do here?  Is there a set of steps to help me speed this up?  I did take a look at
    http://help.adobe.com/en_US/AfterEffects/9.0/WSF13D6BED-C53B-408a-B2D6-C8B4205D4FB7a.html
    for improving performance and I did try to touch on most of the points I could understand like making my virtual drive space to 2X the amount of RAM.
    Now, I am trying to precompose most of my elements, but I don't know if that is overkill.  Really, I just want to ensure that with my new system, it was worth the money and upgrade.

    Thanks for all the effort and time.  I think I might be getting somewhere with your help.
    "You are right. Plus if your render crashes you won't have to re-render the already rendered frames. PNG is lossless quality where JPEG is lossy quality. Depending on the compression setting, the computation from the calculated jpg frame can be lower than the computation time for PNG. You can try on a 30 sec portion to see what is faster."
    I haven't tried JPG yet but I will.  I want to have something that I can output to DVD with decent quality. Right now .mov looks good, but will try the JPGS.
    Another thing to take into account is the writing speed of the file on your HDD. If you are rendering on the same disk where the sources are, or on  a USB external drive, it will take more time than rendering on an internal sata/e-stata drive or a raid array. In image sequence, this is more important as AE have to write/close a file for each frame, and depending on your configuration (windows,mac, antivirus, timemachine...) it can make a huge difference.
    I have a separate SATA drive for disk caching.  I did that right away.  I was wondering about the memory caching though in the preferences panel - I am not sure if I should just leave the defaults for that :
    MAX MEMORY USAGE
    MAX DISK CACHE SIZE
    "If on PC try to disconnect it from the web and turn of your antivirus."
    My rendering computer is not connected to the internet, so I don't have an anti-virus running on it.  It only get programs from my internet computer that have been thoroughly checked first.
    You will save time. Turn off disk indexing too.
    How do I do this on a PC?
    Could you please explain what you mean by "negate its impact fully by using the corresponding layer style instead of the effect. They it's slightly faster"?
    Instead of using the drop shadow effect, right clic on your layer in the time line menu and select "Layer style > Drop shadow". It will have the same behavior/options than the Photoshop counterpart. It's better and faster than the drop shadow effect.
    I will try this.  Thanks
    A good way to know what step takes more time than the other (and a good way to figure out what part of the process you have to optimise) is twirling down, in the render queue the "current render" line. It will tell you for every frame, what the rendering is actually doing. The longer the step, the longer it's name will stay on screen.
    That is a great tip.
    Can you tell me if the comp size makes a difference when I am rendering out 720X540?  The main challenge for me is that I have about another 10 minutes to add to the project.  I don't want this to take me 2 hours to render out 15 minutes!
    Well it probably will. 2 hours of rendering for 15minutes is not that bad. You're doing motion graphics, not editing. Also, if your pictures are jpeg, it add computational time, because the render have to decompress it in memory in order to work with it. If you have disk space, you'd rather like to convert all your jpeg to uncompressed tiff files, so the render engine will just have to load it in memory in order to press it.
    That is another great idea.  I didn't know that TIFF were better.
    I am going to OC my Q6600 slight, to see if there is any effect.  Another issue I am running into is that AE says my Graphics card is not an OPENGL card.  But the package says it is!
    Have you downloaded the latest drivers for your card yet ? If not try to do so, restart your PC and check again into AE."
    Yes, I have the newest drivers (it is a new card and I had to go to the NVIDIA site just to get them.  The problem is that I have posted on the NVIDIA board days ago about this issue and no one has given me an answer yet concerning this.  I just checked again with AE - it says. "NO COMPATIBLE OPENGL CARD FOUND"
    It is an Nvidia 9600 GSO 768Mg video card.

  • Running extremely slow after most recent software update. Would love some help troubleshooting and fixing, thank you!

    Hi folks. Since my last software update, my computer has slowed to a near halt. Help!
    I have a late 2009 MacBook Pro, running OS X 10.8.2. 2.26 Ghz / 8 gb memory.
    I went into the Disk Utility and ran "verify disk," and got an "ok." Verified and repaired disk permissions. No idea if they're relevant.
    At this moment the activity monitor is showing 3.79 gb of free memory -- 10 minutes ago, when I was doing nothing particularly differently, it showed all 7.99 gb in use (active and inactive -- I have. No idea what this means.)
    It's all beach balls around here, all the time. Any ideas?

    Your problem is excessive swapping of data between physical memory and virtual memory.
    That can happen for two reasons:
    You have a long-running process with a memory leak (i.e., a bug), or
    You don't have enough memory installed for your usage pattern.
    Tracking down a memory leak can be difficult, and it may come down to a process of elimination. In Activity Monitor, select All Processes from the menu in the toolbar, if not already selected. Click the heading of the  Real Mem column in the process table twice to sort the table with the highest value at the top. If you don't see that column, select
    View ▹ Columns ▹ Real Memory
    from the menu bar.
    If one process (excluding "kernel_task") is using much more memory than all the others, that could be an indication of a leak. A better indication would be a process that continually grabs more and more memory over time without ever releasing it.
    If you don't have an obvious memory leak, your options are to install more memory (if possible) or to run fewer programs simultaneously.
    The next suggestion is only for users familiar with the shell. For a more precise, but potentially misleading, test, run the following command: 
    sudo leaks -nocontext -nostacks process | grep total
    where process is the name of a process you suspect of leaking memory. Almost every process will leak some memory; the question is how much, and especially how much the leak increases with time. I can’t be more specific. See the leaks(1) man page and the Apple developer documentation for details:
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