"kill pages" or "jim is dead."

What does this message and how to avoid this error. It's my first computer, (I'm 45).  I don't understand what I'm doing wrong.

Hello

I'm fun that you use Google Chrome. Don't worry, this message is not a virus or something like that. It just means that your computer force closed the tab you had open because it ran out of memory to cope. Or you accidentally close the process through the Task Manager, that can also cause the tab to crash. Try to close some applications on your computer and see if the tab still crashes.

I hope this has helped!

-If it helped to answer your question, please vote that you found it useful.

Tags: Windows

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              removeEventListener(Event.ENTER_FRAME, gameLoopR);
              showresults();
    
    
    }
    function removeGame():void
    {
              for (var i:int = enemies.length-1; i >=0; i--)
              {
                        removeEnemy(i);
              }
              for (var h:int = bombs.length-1; h >=0; h--)
              {
                        removeBomb(h);
              }
              for (var k:int = hearts.length-1; k >=0; k--)
              {
                        removeHeart(k);
              }
              for (var c:int = atoms.length-1; c >=0; c--)
              {
                        removeAtom(c);
              }
    }
    
    

    It is inside the movieclip enemy:

    import flash.events.MouseEvent;
    import flash.display.MovieClip;
    import fl.motion.Animator;
    import flash.events.*;
    play();
    var mysound:squish = new squish(); 
    this.addEventListener(MouseEvent.CLICK, kill);
    this.dead = false;
    function kill(e:MouseEvent):void 
    {
        this.dead=true;
              mouseChildren=false
              mysound.play();
        gotoAndPlay(21);
              this.removeEventListener(MouseEvent.CLICK, kill);
              flash.utils.setTimeout(removeSelf,2000);
    
    
    }
    
    
    function removeSelf():void
    {
        this.parent.removeChild(this);
    }
    
    

    create an Enemy_Pool class, and then use its static retrieveEnemy and returnEnemy methods:

    package com.kglad {}

    public class Enemy_Pool {}

    private static var pool: Vector. ;

    public static void init(poolSize:int):void {}

    pool = new Vector. (poolSize);

    for (var i: int = 0; i<>

    pool [i] = new Enemy();

    }

    }

    Public Shared function retrieveEnemy (): enemy {}

    If {(pool.length>0)}

    Return pool.pop ();

    } else {}

    This branch does not run.

    return new Enemy()

    }

    }

    public static void returnEnemy(enemy:Enemy):void {}

    pool.push (Enemy);

    }

    }

    }

  • How can I do my more optimized code?

    This is the code for my android game, I'm doing:

    import flash.events.MouseEvent;
    import flash.media.SoundChannel;
    import flash.display.MovieClip;
    
    
    var STATE_INIT_GAME:String = "STATE_INIT_GAME";
    var STATE_PLAY_GAME:String = "STATE_PLAY_GAME";
    var STATE_END_GAME:String = "STATE_END_GAME";
    var gameState:String;
    var hearts:Array;
    var atoms:Array;
    var bombs:Array;
    var enemies:Array;
    var level:Number;
    var score:Number;
    var lives:Number;
    var tempHeart:MovieClip;
    var tempBomb:MovieClip;
    var tempAtom:MovieClip;
    var tempEnemy:MovieClip;
    var rSound:rMusic = new rMusic  ;
    var Rchannel:SoundChannel;
    var offset:int = 20;
    var enemyBaseSpeed:int = 4;
    var speedLevelInc:Number = 3;
    var MAX_SPEED:Number = 100;
    score = 0;
    roachLevel.score_txt.text = String(score);
    
    function gameLoopR(e:Event):void
    {
        switch (gameState)
        {
            case STATE_INIT_GAME :
                initGame();
                break;
            case STATE_PLAY_GAME :
                playGame();
                break;
            case STATE_END_GAME :
                endGame();
                break;
        }
    }
    function initGame():void
    {
    
        Rchannel = rSound.play(0,9999);
        level = 1;
        roachLevel.level_txt.text = String(level);
        lives = 3;
        roachLevel.lives_txt.text = String(lives);
        hearts = new Array();
        bombs = new Array();
        atoms = new Array();
        enemies = new Array();
        gameState = STATE_PLAY_GAME;
    }
    function playGame():void
    {
    
        makeEnemies();
        moveEnemies();
        makeHearts();
        moveHearts();
        makeBombs();
        moveBombs();
        makeAtoms();
        moveAtoms();
        testForEnd();
    }
    function makeBombs():void
    {
        var chance:Number = Math.floor(Math.random() * 6000);
        if (chance <=  +  level)
        {
            tempBomb.scaleX = 1.5;
            tempBomb.scaleY = 1.5;
            tempBomb = new Bomb();
            tempBomb.x = Math.round(Math.random() * 480);
            tempBomb.cacheAsBitmap = true;
            addChild(tempBomb)
            bombs.push(tempBomb);
            tempBomb.speed = 1;
        }
    }
    
    function moveBombs():void
    {
        var tempBomb:MovieClip;
    
        for (var h:int =bombs.length-1; h>=0; h--)
        {
    
            tempBomb = bombs[h];
            if (tempBomb.dead)
            {
                Rchannel.stop();
                lives = 0;
                roachLevel.level_txt.text = String(lives);
                bombs.splice(h,1);
            }
            else
            {
                tempBomb.rotation += (Math.round(Math.random()*.4));
                tempBomb.y +=  (Math.cos((Math.PI/180)*tempBomb.rotation))*tempBomb.speed;
                if (tempBomb.x < 10)
                {
                    tempBomb.x = 11;
                }
                if (tempBomb.x > stage.stageWidth - offset)
                {
                    tempBomb.x = stage.stageWidth - offset;
                }
                if (tempBomb.y > stage.stageHeight)
                {
                    removeBomb(h);
    
                }
            }
        }
    }
    function makeEnemies():void
    {
        var chance:Number = Math.floor(Math.random() * 150);
        if (chance <= level && enemies.length < 4)
        {
            tempEnemy = new Enemy();
            tempEnemy.x = Math.round(Math.random() * 480);
            tempEnemy.cacheAsBitmap = true;
            addChild(tempEnemy);
            tempEnemy.scaleX = 1.5;
            tempEnemy.scaleY = 1.5;
            enemies.push(tempEnemy);
    
            tempEnemy.speed = enemyBaseSpeed + ((level - 1) * speedLevelInc);
            if (tempEnemy.speed > MAX_SPEED)
            {
                tempEnemy.speed = MAX_SPEED;
    
            }
    
    
        }
    
    }
    
    function moveEnemies():void
    {
        var tempEnemy:MovieClip;
    
    
        for (var i:int =enemies.length-1; i>=0; i--)
        {
            tempEnemy = enemies[i];
            if (tempEnemy.dead)
            {
                score++;
                score++;
                roachLevel.score_txt.text = String(score);
                enemies.splice(i,1);
    
            }
            else
            {
    
                tempEnemy.rotation += (Math.round(Math.random()*.4));
                tempEnemy.y +=  (Math.cos((Math.PI/180)*tempEnemy.rotation))*tempEnemy.speed;
                if (tempEnemy.x < 10)
                {
                    tempEnemy.x = 11;
                }
                if (tempEnemy.x > stage.stageWidth - offset)
                {
                    tempEnemy.x = stage.stageWidth - offset;
                }
                if (tempEnemy.y > stage.stageHeight)
                {
                    removeEnemy(i);
    
                    lives--;
                    roachLevel.lives_txt.text = String(lives);
                }
            }
        }
    }
    function makeHearts():void
    {
        var chance:Number = Math.floor(Math.random() * 8000);
        if (chance <=  +  level)
        {
            tempHeart = new Heart();
            tempHeart.x = Math.round(Math.random() * 480);
            tempHeart.cacheAsBitmap = true;
            addChild(tempHeart);
            tempHeart.scaleX = 1.5;
            tempHeart.scaleY = 1.5;
            hearts.push(tempHeart);
    
            tempHeart.speed = enemyBaseSpeed + ((level - 1) * speedLevelInc);
        }
    }
    function moveHearts():void
    {
        var tempHeart:MovieClip;
    
        for (var k:int =hearts.length-1; k>=0; k--)
        {
    
            tempHeart = hearts[k];
            if (tempHeart.dead)
            {
                lives++;
                roachLevel.lives_txt.text = String(lives);
                hearts.splice(k,1);
            }
            else
            {
                tempHeart.rotation += (Math.round(Math.random()*.4));
                tempHeart.y +=  (Math.cos((Math.PI/180)*tempHeart.rotation))*tempHeart.speed;
                if (tempHeart.x < 10)
                {
                    tempHeart.x = 11;
                }
                if (tempHeart.x > stage.stageWidth - offset)
                {
                    tempHeart.x = stage.stageWidth - offset;
                }
                if (tempHeart.y > stage.stageHeight)
                {
                    removeHeart(k);
                }
            }
        }
    }
    
    function makeAtoms():void
    {
        var chance:Number = Math.floor(Math.random() * 7500);
        if (chance <=  +  level)
        {
            tempAtom = new Atom();
            tempAtom.x = Math.round(Math.random() * 480);
            tempAtom.cacheAsBitmap = true;
            addChild(tempAtom);
            tempAtom.scaleX = 1.5;
            tempAtom.scaleY = 1.5;
            atoms.push(tempAtom);
            tempAtom.speed = enemyBaseSpeed + ((level - 1) * speedLevelInc);
        }
    }
    
    
    function moveAtoms():void
    {
        var tempAtom:MovieClip;
    
        for (var c:int =atoms.length-1; c>=0; c--)
        {
    
            tempAtom = atoms[c];
            if (tempAtom.dead)
            {
                score++;
                score++;
                score++;
                score++;
                score++;
                roachLevel.score_txt.text = String(score);
                atoms.splice(c,1);
            }
            else
            {
                tempAtom.rotation += (Math.round(Math.random()*.4));
                tempAtom.y +=  (Math.cos((Math.PI/180)*tempAtom.rotation))*tempAtom.speed;
                if (tempAtom.x < 10)
                {
                    tempAtom.x = 11;
                }
                if (tempAtom.x > stage.stageWidth - offset)
                {
                    tempAtom.x = stage.stageWidth - offset;
                }
                if (tempAtom.y > stage.stageHeight)
                {
                    removeAtom(c);
    
                }
            }
        }
    }
    function removeEnemy(id:int)
    {
    
        removeChild(enemies[id]);
        enemies.splice(id,1);
    }
    function removeHeart(kd:int)
    {
    
        removeChild(hearts[kd]);
        hearts.splice(kd,1);
    }
    function removeBomb(hd:int)
    {
    
        removeChild(bombs[hd]);
        bombs.splice(hd,1);
    }
    function removeAtom(cd:int)
    {
    
        removeChild(atoms[cd]);
        atoms.splice(cd,1);
    }
    function testForEnd():void
    {
        if (score > level * 20)
        {
            level++;
            roachLevel.level_txt.text = String(level);
        }
        if (lives == 0)
        {
            gameState = STATE_END_GAME;
        }
    
    }
    function endGame():void
    {
        removeGame();
        roachLevel.visible = false;
        Menu_mc.visible = false;
        endscreen_mc.visible = true;
        removeEventListener(Event.ENTER_FRAME, gameLoopR);
        showresults();
    
    }
    function removeGame():void
    {
        for (var i:int = enemies.length-1; i >=0; i--)
        {
            removeEnemy(i);
        }
        for (var h:int = bombs.length-1; h >=0; h--)
        {
            removeBomb(h);
        }
        for (var k:int = hearts.length-1; k >=0; k--)
        {
            removeHeart(k);
        }
        for (var c:int = atoms.length-1; c >=0; c--)
        {
            removeAtom(c);
        }
    }
    

    The game works perfectly on Android and everything works. There is a problem. The game gets laggy and enemies become harder to click when speed increases the enemies. This is the code for the enemies. This is a clip that is added to the stage of the actionscript.


    import flash.events.MouseEvent;
    import flash.display.MovieClip;
    import fl.motion.Animator;
    import flash.events.*;
    play();
    var mysound:squish = new squish(); 
    this.addEventListener(MouseEvent.CLICK, kill);
    this.dead = false;
    function kill(e:MouseEvent):void 
    {
        this.dead=true;
        mouseChildren=false
        mysound.play();
        gotoAndPlay(21);
        this.removeEventListener(MouseEvent.CLICK, kill);
        flash.utils.setTimeout(removeSelf,2000);
    
    }
    
    function removeSelf():void
    {
        this.parent.removeChild(this);
    }
    

    LON

    var identityMatrix:Matrix new matrix())

    my_sprite.cacheAsBitmapMatrix = identityMatrix;

    but for tempAtom,.

    var scaleMatrix:Matrix = identityMatrix.scale (1.5,1.5); would be appropriate.

    You can get a trial, cc http://gaming.adobe.com/technologies/scout/

  • Shockwave CONTINUOUSLY is unresponsive when you play on Facebook ~ Please HELP! :-)

    Hello

    I tried for more than 2 weeks to resolve this problem with Shockwave! I have an INSPIRON 600 m notebook, running Windows XP, I'm USING the browser is Google Chrome, however, I have FF and IE8 installed as well. My Anti virus is moy. Chrome COMES with FLASH installed, however, I'm not positive it includes Shockwave.

    That's what I've tried so far:

    ~ I uninstalled all browsers, except IE8 initially, through the Windows Add/Remove Programs, then a reinstalled browsers, then uninstalled IE8 and reinstalled.

    ~ Adobe uninstaller downloaded to the desktop and uninstalled on 3 browsers, then Reinstalled on all three.

    ~ Tested Flash on all 3 browsers: logo of spinning SAW on all browsers with more info-CHROME - 10.2.154.12, IE8 - 10.2.152.32, FF - 10.2.152.32

    ~ Checked C:\Windows\System32\Macromed\Flash... with the following results:

    * flash10n_ocx

    * flashinstall

    * flashplayer.xpt

    * flashutil10_activex

    * flashutil10_activex.dll

    * flashutil10_plugin

    * NPSWF32.dll - VERSION shockwave 10,2,152,32 10.2r152

    ~ When I checked my ADD ONS on Chrome & FF, IE8... the Shockwave for Director 11.5.9.620 has been activated, so I disabled it, then enabled once again, since I have not seen an another Shockwave flash installed... only this and the Flash from Adobe.

    ~ I rebooted AFTER EACH of these steps and made sure that my Messenger and AVG anti-virus was disabled during all stages, then activated once I had finished.

    I signed on Facebook and tried to play the games and she continued to lag on me, then get the pop ups indicating shockwave does not, want to kill page or wait. I also get the pop up indicating that the page has become insensitive, with the same options. Please help me! LOL before I kill the page for good! I'm not the brightest when it comes to computers, but I read everything that I have cam, teach myself and basically pray ~ ~ ~ I pray for most everything well... lol I'm just an average person who loves his games, I am disabled and answer my games as my daily pleasure, it is crucial I fix this SOON! I thank anyone and everyone for taking the time to read my question and thanks for any help/suggestions, you can give!

    Hi, are you sure that Norton was installed when you installed Shockwave Player? Or are you speaking of McAfee when installing Flash Player?

    Whatever it is, you can have a conflict.

    Let me know,

    eidnolb

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