Hi,
how about if you leaving it running for longer?
The memory might go up, but should go down once in a while when the garbage
collection kicks in.
Minimizing the window might trigger it.
I tried your example, but i see no alarming memory build up.
greetz
Hans
On 7/20/06, Dimitrios Bendilas <[EMAIL PROTECTED]> wrote:
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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