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	<title>LiveDocs Comments - flash - 9.0 - ActionScriptLangRefV3 - flash/utils/ByteArray.html</title>	
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		<description>Macromedia LiveDocs - online documentation with user feedback.</description>
		<copyright>Copyright 2009, Macromedia, Inc.</copyright>
		<dc:date>2009-11-25T03:59:39</dc:date>
		<dc:language>en-us</dc:language>
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		<title>flash/9.0/ActionScriptLangRefV3/flash/utils/ByteArray.html</title>
		<link>http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/utils/ByteArray.html#69395</link>
		<description>The memory leak on ByteArray operations is a shame insofar as ByteArray operations are exceptionally fast - almost as fast as the pre-built BitmapData operations (compare, threhold etc). &lt;br /&gt;&lt;br /&gt;And ByteArrays can be copied to BitmapData extremely efficiently (using BimapData.setPixels) providing a way of effectively implementing very fast custom BitmapData operations.&lt;br /&gt;&lt;br /&gt;In a test I did, a custom ByteArray  version of the BitmapData.compare function was going nearly as fast (50%) as the BitmapData version. Which is pretty good considering I had more than just a compare going on in the ByteArray version .  &lt;br /&gt;&lt;br /&gt;The memory leak could possibly be corrected by a delete/new on the ByteArray - ie. possibly forcing garbage collection of the read buffer but this won't help if your ByteArray is meant to stick around (eg. as a lookup table for the duration of an app). &lt;br /&gt;&lt;br /&gt;The only other solution I can think of is to store long term data in BitmapData objects - copying such to freshly instantiated ByteArrays - deleting the ByteArrays when done. This will, however, reduce the turn around efficiency but perhaps not too much. And not sure what the cost of re-instantiating ByteArrays will be - but given what appears to be the existence of internal read/write buffers - one assumes there is a minimum of these already allocated to handle fast instantiation. &lt;br /&gt;&lt;br /&gt;Carl</description>
		<dc:creator>Carl Looper</dc:creator>
		<dc:type>0 0</dc:type>
		<dc:date>2007-07-02T15:56:37</dc:date>
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		<title>flash/9.0/ActionScriptLangRefV3/flash/utils/ByteArray.html</title>
		<link>http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/utils/ByteArray.html#69348</link>
		<description>I'm getting an eventual &quot;system out of memory &quot; after reading an otherwise very small ByteArray a large number of times. (performance testing)&lt;br /&gt;&lt;br /&gt;Error: Error #1000: The system is out of memory.&lt;br /&gt;&lt;br /&gt;There is some sort of memory leak going on here. The system must be reallocating a buffer for the array and the short turn around time (on the reads) is not giving the garbage collector enough time to throw out the old allocation. Or maybe I'm barking up the wrong tree.</description>
		<dc:creator>Carl Looper</dc:creator>
		<dc:type>0 0</dc:type>
		<dc:date>2007-07-02T02:11:03</dc:date>
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		<title>flash/9.0/ActionScriptLangRefV3/flash/utils/ByteArray.html</title>
		<link>http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/utils/ByteArray.html#68010</link>
		<description>Why is it that the IDataOutput interface defined readShort() and &lt;br /&gt;readUnsignedShort() while IDataInput only defines writeShort()?</description>
		<dc:creator></dc:creator>
		<dc:type>0 0</dc:type>
		<dc:date>2007-06-06T12:52:39</dc:date>
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