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Author Topic: [Solved] KuneriLite 0.9.6.1 memory availability  (Read 4406 times)
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ader
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« on: 25 April , 2008, 04:20:03 »

Hi all,

Just used the new release (0.9.6.1) to successfully build a flashlite3 based application Smiley

However, my application was designed to take advantage of the extra ram available to flashlite3 in n95-2 8gb with latest firmware (16mb of ram available). The built application even when I choose "use external player" doesn't have the memory available. Sad

My app works brilliantly as a swf run from the flash player - but as an app built in kunerilite I get out of memory errors pretty much straight away. Sad

any ideas? any way around this?

how much ram are you allowing the application to use?

ade.
« Last Edit: 09 June , 2008, 07:56:25 by jusahama » Logged
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« Reply #1 on: 25 April , 2008, 05:10:14 »

Hi,
thanks for pointing out this.
We allocate 16MB, but we haven't tried to push it to limits yet.
I can send you some test versions of KL, so we can try to find optimal solution.

Cheers,
Jukka
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ader
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« Reply #2 on: 25 April , 2008, 09:46:40 »

Looks like we have a solution Smiley
Now that's service!

ade.
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« Reply #3 on: 03 May , 2008, 02:50:59 »

EDIT: removed old information to cause less confusion. Wink

It is not recommended to disable stub in any circumstances.
We have made some fixes in latest patch to memory allocations
http://wiki.kunerilite.net/index.php?title=KuneriLite_Patch_0.9.6.2b
« Last Edit: 19 May , 2008, 05:04:39 by jusahama » Logged
artru
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« Reply #4 on: 04 May , 2008, 03:08:46 »

Disabling Stub indeed prevents the app from running. I am using a N95 (not 8Gb) with Flash 3.0 installed. My application uses very little memory (about 300k max) and I get the memory error (followed by a file corrupt error) as soon as I load (locally) a new swf into my main.swf. If I launch from Flash Player, it works fine.

Any update ?

Thanks,

Frederic
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