I believe that the GC needs a frame or two to go through and clean house.
Depending on your frame rate, a quick setTimeout could work.

FYI - I think the runtime Flash cycle consists of graphics update, AS code
execution, and event handling, in that order. If graphics update or code
execution bogs down a little but during a cycle, the event might not get
picked up until the next cyce. (Frame)

- e.dolecki

On 3/16/06, Keith Takayesu <[EMAIL PROTECTED]> wrote:
>
> Hey everyone...
>
> We have a problem within a custom component that we are building. In
> this component, we are instantiating a number of rows of components
> (TextInput, ComboBoxes) on the fly. They are named sequentially...
> RowCombo1, rowCombo2, .... Etc.
>
> We have a separate button on the page that issues a "reset" to that
> component. The component currently loops through the existing objects
> and destroys them all.
>
> Then, we want to start fresh with a new, first instance of Row1. If we
> peform the new creates right away, the new components are not
> initialized correctly. This appears to be caused because the garbage
> collection has not yet finished eliminating everything.
>
> There seems to be no way to find when the garbage collection has
> actually finished.
>
> As a work-around, we had to create an interval timer to wait before we
> try to instantiate a new version of the objects. I scanned through
> flashcoders archives and found a reference to peforming a nextFrame()
> after we destroy the objects, but that won't work in our custom
> component, since we have a hidden frame to store the assets.
>
> Has anyone else encountered/found a solution to this?
>
> Blue Skies,
> Keith
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