Improve flash player performance mac

My MBP gets unusually hot all the time. Just the nature of the aluminum, unibodied beast. Flash takes a lot of processing power and generates a lot of heat, which is why they dropped Flash mobile. Try to restart your system after the install to try and free up some RAM.

See how it performs after that. Fully uninstall Adobe Flash using Adobe Flash uninstaller. Fully uninstall Chrome using AppCleaner. Repair Permissions using Disk Utility.


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Reinstall Chrome. Disable all extensions. Try surfing websites with Flash. Chrome has flash support build-in. Reinstall flash. Check for updates in the preferences.

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Mac OS: How to uninstall Flash (and why we all should)

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Post as a guest Name. Email Required, but never shown. Post Your Answer Discard By clicking "Post Your Answer", you acknowledge that you have read our updated terms of service , privacy policy and cookie policy , and that your continued use of the website is subject to these policies. Clicking this button in the Flash Player system preferences will clear all saved data and settings from sites that use Flash click for larger view. To do this you can again right-click the Flash content and go to the settings, and this time choose the third tab and increase the storage amount for the current media server.

Clear all local storage for Flash Akin to clearing system caches or browser caches to boost performance, you can also do the same for the Flash plug-in itself by deleting all previously stored files and settings for Flash content. To do this, go to the Flash Player system preferences, and in the Storage section click the Delete All This will only remove stored content, so another similar approach is to remove this and any settings associated with Flash, which can be done by clicking the Delete All In your network connection's Advanced settings, slightly lower the MTU size in the hardware section to see if that helps dropped connections click for larger view.

Each packet contains header information where the data is coming from and going to , and then the data itself. While setting the system to use larger MTUs will usually lead to fewer packets needing to be sent and therefore reducing network overhead, if the packets are too large for the network services being used, then the network connection may begin dropping them. Even though the standard Ethernet MTU size of 1, bytes should work in most cases and should offer optimized network speeds, it may be too large for some negotiated connections and result in dropped packets.

Therefore, dropping the size slightly may prevent packet loss while only minimally cutting into network performance, and thereby increasing the overall connection stability. Then click the Advanced button and go to the Hardware tab. When you do this, the entry field below the two menus will become active, and you can try lowering the MTU value. The trace method itself can slow the frame rate. It's important to note that you can always eliminate trace output as a confounder of frame rate determination by using a textfield instead of trace output, if desired.

The MT class is the only tool used by the sample file test projects to check memory usage and pinpoint memory problems. In the sections below, I'll begin by discussing memory management guidelines, with sub-topics listed in alphabetical order. It may seem logical to provide the techniques in two sections. Before providing the specific best practices you can use, I think it is also helpful to include information about the techniques so that you can learn which are the easiest or hardest to implement. I'll also provide a second list that prioritizes the techniques from greatest to least benefit.

Keep in mind that these lists are subjective. The order depends on personal developer experience and capabilities, as well as the test situation and test environment. With these priorities in mind, proceed to the next section to learn how to update your Flash projects to manage memory more efficiently. The list of suggestions below is not exhaustive but it contains strategies that can significantly improve the performance of Flash content.

There is an increase in memory use when dispatching events because each event must be created and memory is allocated to it. That behavior makes sense: I tested a handful of events and found each consumed 40 to bytes. I also discovered that using callback functions used less memory and ran more efficiently than using events. See the test files in the sample files folder: Memory use increased when you apply a dynamic filter. According to Adobe Help documentation , using a filter doubles memory use. In real world testing with Flash Professional CS6, I've found that while filters do cause an increase in memory use, they do not come close to doubling the amount of memory used.

To review the test examples, review the sample files in the filters folder. The Shape, Sprite, and MovieClip objects each use different amounts of memory. A Shape object requires bytes, Sprite requires bytes, and Movieclip requires bytes. If you are using many thousands of DisplayObjects in a project, you may be able to save substantial memory by using a Shape if interactivity is not required.

Or, use a Sprite in cases when a timeline is not needed. At the start of your app, create all the object references you'll ever need during the entire time your app is open and pool store those references in an array. Whenever an object is needed, retrieve it from the array. Whenever an object is no longer needed, return it to the array.

It is common practice to use Vectors instead of arrays to store same-typed objects. Using a Vector may be twice as fast as using an array but, unless you're doing many hundreds of thousands of operations, you're not likely to notice a difference because they are both fast when limited to thousands of operations.

While there are performance benefits to using object pooling, the main benefit is that it makes it easy to manage memory.

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If you have a problem with unlimited increases in memory utilization, object pooling can prevent that problem. It is a technique that generally improves performance and reduces memory use. Whenever you create objects in a loop, strive to create one object outside the loop and reuse it repeatedly inside the loop. It is not always possible for all projects, but there are many situations where this technique is helpful. The section that describes blitting includes an example that reuses a number of objects. You can examine that test file to see how that is accomplished.

The issue with sounds in relation to memory usage is relatively minor. When a sound is playing, it cannot be garbage collected when using Flash Professional CS6 to test the file. When the Sound finishes playing or a SoundChannel instance is used to stop the sound, the Sound is prepared for garbage collection. The issue with Timers is more critical. If a Timer has not stopped because its currentCount is less than its repeatCount or because a stop method has not been applied to it , the Timer will not respond to garbage collection even if you remove its listener and null all references.

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A Timer's listener function won't be called again once you remove the listener, but the Timer still consumes memory. However, if you open, play, and then close a Flash game running on a mobile device repeatedly without ever restarting the game, you may see a noticeable problem. Another unexpected result of testing with the MT class is that it makes no difference whether you use weak or strong listeners. They were both treated like weak listeners in my testing with Flash Professional CS6. Currently, the only way I know how to measure this directly is to use an operating system tool. Both tools allow you to see CPU usage but, generally, neither is very useful for testing Flash performance.

The MT class enables you to check a project's frame rate, along with memory use reporting and memory tracking. Enabling the cacheAsBitmap property of a DisplayObject significantly improves performance and increases memory as long as the DisplayObject does not undergo frequent changes that require frequent updates to the bitmap. Essentially, this means verifying that the DisplayObject does not change appearance in any way other than changing its location on the stage.


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If there are frequent bitmap updates, performance will decrease. How frequently you can update a cached bitmap and still see a performance benefit, depends on several factors. The most important factor is, not surprisingly, how frequently you are updating the bitmap. In any case, use the MT class to test your specific project, both with and without cacheAsBitmap enabled for DisplayObjects that require bitmap updates. It is a no-brainer when deciding whether to use cacheAsBitmap for DisplayObjects that require no bitmap updates: Use it!