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I am working with a client on a consulting project and we are looking for a solution to a troubling problem. We are using Flash as the GUI for a hardware device. The device is controlled via a C Application communication with Flash via XMLSocket allowing Flash to display feedback and control the device via a simple UI. All software executes on a single machine without a network.

During certain procedures the Flash Standalone Player will not release CPU after XMLSocket execution and tends to accumulate resources without restriction. We need to restrict CPU utilization and memory consumption at the player level to allow the C application resources to execute without contention.

In tests, the CPU utilization seems to be coupled with the parsing of XML and memory tied to XML / XMLNode objects not being garbage collected after 'delete'. The player simply refuses to release resources after parsing XML. Even in the simplest non-GUI (no movieClips/components) examples the player will accumulate large amounts of memory and CPU during parsing XML. Worse still the CPU is not returned to the machine after parsing is complete. CPU and memory release occur at random and is not predicable or controllable in Actionscript or within the player itself.

Ideally in ActionScript we will optimize to avoid the CPU spikes and memory consumption and in combination implement a resource ceiling at the player level. Ideally this will lower the hardware requirements of the production device and allow for much better system performance.

We will be porting the application to a Unix variant so all changes must work on WIN and Linux compatible standalone players.

1. Restrict Flash Standalone Player CPU utilization
2. Restrict Flash Standalone Player Memory consumption
3. Restrict resources in a portable manner usable on Linux and Windows

If anyone has encountered a similar problem or solution, please do not hesitate to contact me directly onlist of offlist.

As always, thanks in advance. ;)

Ted ;)

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