Hi, > BTW why would you leek memory by design? Have not written the garbage collection yet or what?
I explain it here: https://developer.blender.org/rBf167226b793e But basically in order to do multi-level (i.e., nested) menus with the current code base I had to resort to uiItemMenuF. This function takes a callback that it is used to build the menus on-the-fly. In order to build the menus I need valid data of which collections to show, so they need to be pre-allocated. However the operator that creates the menus (and allocates the data) exits with OPERATOR_INTERFACE. And there is no garbage collection callback function called when the menu is destroyed. I guess I can also free the previously allocated memory in the operator exec. This will leave the memory leakage to happen only when the menu is called but dismissed. The leakage is small though, so I'm not super concerned. -- blendernetwork.org/dalai-felinto www.dalaifelinto.com 2018-03-29 14:23 GMT-03:00 Pablo Vazquez <venom...@gmail.com>: > On Sun, Mar 11, 2018 at 3:51 PM, Knapp <magick.c...@gmail.com> wrote: > > What is the best link for 2.8 news? > > Summary: > https://www.blender.org/2-8/ > > Blog: > https://code.blender.org > > Social media: > YouTube - https://www.youtube.com/BlenderDevelopers > Twitter - https://twitter.com/BlenderDev > Facebook - https://www.facebook.com/BlenderDevelopers > > > Pablo Vazquez > Blender Institute | Animation Studio > pablovazquez.art > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers