A3.0 dynamic loading .swf file learn slower and slower after two or three lines.

IAM 3 SWFs for loop running.

Problem is after that the compilation of the flash swf file file is getting more slower after two or three loops and stop with content finally.

I don't know why it's happening that my guess is "because memory increases resulting in a flash file to slower"

Please can someone help me on this...

Hi This is the code below I got from the AS3.0 tutorial.

{com package
import flash.display.Sprite;
import flash.display.Loader;
import flash.net.URLLoader;
import flash.net.URLRequest;
import flash.display.Graphics;
import flash.events.Event;
import flash.display.StageScaleMode;
import flash.utils. *;
Import fl.transitions.Tween;
Fl.transitions.easing import. *;

SerializableAttribute public class MyMovie extends Sprite {}
declare variables...
private var myXml:XML;
private var myXMLURL:URLRequest;
private var myLoader:URLLoader;
private var imageList:XMLList;
private var loader: Loader;
private var number: number = 0;
private var currentImage:Loader;
private var interval: uint = 0;

definition cunstructor...
public void MyMovie() {}
Super();
var g:Graphics = this.graphics;
g.Clear ();
g.beginFill (0 x 000000, 1);
g.drawRect (0, 0, 768, 1360);
g.endFill ();

}
public void LoadXml(xmlPath:String_=_null):void {}
var XML_URL:String;
If (xmlPath == null) {}
XML_URL = "data.xml".
} else {}
XML_URL = xmlPath;
}
myXMLURL = new URLRequest (XML_URL);
myLoader = new URLLoader (myXMLURL);
myLoader.addEventListener ("complete", xmlLoaded);
}
private void xmlLoaded(event:Event):void {}
myXml = new XML();
myXml = XML (myLoader.data);
imageList = new XMLList();
imageList = myXml.children ();
loadImage();
trace (ImageList [No.]. Child ("path"));
}
private void loadImage (): void {}
clearInterval (interval);
var imagePath:String is imageList [No.] .child ("path");.
var imageRequest:URLRequest = new URLRequest (imagePath);
loader = new Loader();
loader.contentLoaderInfo.addEventListener (Event.COMPLETE, completeHandler);
Loader.Load (feeder);
currentImage = loader;
addChild (loader);
}
private void completeHandler(evt:Event):void {}
clearInterval (interval);
If (currentImage! = null) {}
removeChild (currentImage);
}
currentImage = loader;
currentImage.x = (768/2)-(currentImage.width/2);
currentImage.y = (1360/2)-(currentImage.height/2);
var myTween:Tween = new Tween (Regular.easeOut, 0, 1, 0.5, currentImage, "alpha", true);
var myTween1:Tween = new Tween (currentImage, "x", Strong.easeOut, 0, 0, 1, true);
var myTween:Tween = new Tween (currentImage, "x", Strong.easeOut, 0, 768, 1, true);
myTween.addEventListener ("motionFinish", TweenFinishedHandler);
}
private void TweenFinishedHandler(evt:Event):void {}
no = no < imageList.length () - 1? No + 1:0;
range = setInterval (loadImage, 4000);
}
}
}

Publish the flash by targeting the flash player 10.1.

Tags: Adobe Animate

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