For anything that's going to eat up massive amounts of memory like 3D models or textures I would recommend using object pools. Lost in Actionscript has a nice Simple Pool class that you can use. It's quick and easy.
The key as mentioned by Jensa is that object creation is expensive in resources, both time and memory. Add events and you have a sure memory leak. So a simple pool allows you to recycle objects rather then re- create them. Where ever there is going to be the need for dynamic instances ( new Something() ) then I would look into using a pool. You ensure that only the X number of instances needed are in memory rather then all the instances you created since the app started. As a general rule you cannot guaranty flash will release memory footprint of objects your app no longer use or need. In a current project where I create hotspots based on XML data using a pool allowed for memory to only increase when more hotspots are created and it decreases when less are needed. It's not perfect but it's predictable! ath. Jerome. -- To unsubscribe, reply using "remove me" as the subject.
