Hmmmmm,
You are right. Well, it went up from 6.8 to 10 to me as I said
but it doesn't go further up. And it decreases from time to time.
Ok thanks guys, I feel much better now. I was like "what the heck?!"
Thanks :)
Dimitrios
----- Original Message -----
From: "Bernard Visscher" <[EMAIL PROTECTED]>
To: "'Flashcoders mailing list'" <flashcoders@chattyfig.figleaf.com>
Sent: Thursday, July 20, 2006 12:42 PM
Subject: RE: [FlashCoders] Memory builds up
I tried your example, but i see no alarming memory build up.
I can confirm this, no speedy memory increase, only 500kb in about 5 min.
Bernard
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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