Hello,

I have a few very simple lines of code on _root, frame 1 (it's the only frame 
in the main timeline):

----------------------------------
var ballID:Number = 0;

_root.onEnterFrame = createBall;

function createBall():Void {
 var mc:MovieClip = _root.attachMovie("ball", "ball" + ballID, 100 + ballID++);
 mc._x = random(550);
 mc._y = random(400);
}
----------------------------------

"ball" is the linkage ID of a simple vector circle in the library.
The ball movieclip has 10 frames (with only 1 keyframe on frame 1)
and at the last frame it says

this.removeMovieClip();

I run the swf and it soon builds up memory, from 6.8M to 10M. It will probably 
go up more
if I leave it open.

Why??

The balls are created and destroyed just fine on the screen. What is happening 
and the memory builds up?

This is a test regarding a big optimization attempt for a big game project I'm 
finishing up, where the game slows down
significantly after 30min of play. I started with the very basics and I see 
that even in this simple example
there is problem with the memory.

Am I missing something here?

Thanks a lot,

Dimitrios
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