I know profiler questions can be quite general, but here I have a very specific question and example.
I know that in the following code (taken from Joshua's question), that an infinite number of circle object instances are being added to the hostComponent. This obviously causes gradual slowing down of the app.
My question is, when I run the Flash Builder Profiler, where exactly do I see where the problem lies?
Running example of the app
To try it out, create a new Flex 4 project, and paste in this code:
<?xml version="1.0" encoding="utf-8"?>
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"
xmlns:s="library://ns.adobe.com/flex/spark"
xmlns:mx="library://ns.adobe.com/flex/mx" minWidth="955" minHeight="600"
initialize="onInit()" viewSourceURL="srcview/index.html">
<fx:Script>
<![CDATA[
import mx.core.UIComponent;
import mx.effects.Fade;
import spark.effects.Move;
private var hostComponent:UIComponent;
private function onInit():void{
hostComponent = new UIComponent();
hostComponent.id = "circleHostComponent";
}
/* Add circle UIComponent objects to the hostComponent.
Move and Fade the circle objects */
private function onTimerEvent(event:TimerEvent):void{
var yPos:Number = Math.ceil(Math.random()*100);
var radius:Number = Math.ceil(Math.random()*5); //1-12
var effectAlpha:Number = Math.random()*0.5 + 0.2 // 0-1
var effectDuration:Number = Math.ceil(Math.random()*3000) + 1000;
var circle:UIComponent = new UIComponent();
circle.graphics.beginFill(0x1C75BC, effectAlpha);
circle.graphics.drawCircle(90, yPos, radius);
circle.graphics.endFill();
hostComponent.addChild(circle);
var moveEffect:Move= new Move(circle);
moveEffect.xBy = 300;
moveEffect.duration = effectDuration;
moveEffect.play();
var fadeEffect:Fade = new Fade(circle);
fadeEffect.alphaFrom = 1;
fadeEffect.alphaTo = 0;
fadeEffect.duration = effectDuration;
fadeEffect.play();
this.addElement(hostComponent);
}
private function onClick():void{
startButton.enabled = false;
var t:Timer = new Timer(100, 0);
t.start();
t.addEventListener(TimerEvent.TIMER, onTimerEvent);
}
]]>
</fx:Script>
<fx:Declarations>
<!-- Place non-visual elements (e.g., services, value objects) here -->
</fx:Declarations>
<s:Button id="startButton" label="Click to Start" click="onClick()" />
</s:Application>
First, I would look at the Memory Usage panel after playing a bit with the application :
Notice the memory increases more and more. There is a "Run Garbage Collector" button that forces the GC. However, when you click on it, the memory doesn't decrease.
The next step is to identify the culprits. For that, you use the Live Objects panel :
It looks like that, appart some Vector instances, everything looks allright. By default, a lot of classes are filtered from the live objects datagrid. Fortunately, one can specify which classes will be displayed and hidden. All classes from the flash.x.x packages are hidden by default. Removing them from the filtered list bring somthing interesting to the table :
Notice the Graphics row : 871 instances have been created and they are all still in memory! With that info, you can suppose the Graphics instances are responsible of the slow down of the application. If you also filter out the mx.* classes, you will see there are 871 UIComponents instances. Everytime a UIComponent is created, there is a Graphics object also instancied.
Final step is to remove each UIComponent once it's no more needed on screen and look if there is any performance improvement.
Now you know the source of the memory problem
To fix the accumulative memory leak, add the following:
After fadeEffect.play(); add
fadeEffect.addEventListener(EffectEvent.EFFECT_END, onEffectEnd);
and add the function:
private function onEffectEnd(event:EffectEvent):void
{
trace(hostComponent.numChildren);
hostComponent.removeChild(event.target.target);
event.target.target = null;
}
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