You cannot delete a movieclip, just a reference to it.

e.g.
var mc = _root.ball;
delete mc;

the movieclip stays put and you just don't have an mc variable anymore.

Dimitrios

----- Original Message ----- From: "Toby" <[EMAIL PROTECTED]>
To: "'Flashcoders mailing list'" <flashcoders@chattyfig.figleaf.com>
Sent: Friday, September 01, 2006 5:55 PM
Subject: RE: [Flashcoders] RE: Images stay on memory forever?


Here's a noooobie suggestion, but can you not use 'delete'?

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:flashcoders-
[EMAIL PROTECTED] On Behalf Of Dimitrios Bendilas
Sent: 01 September 2006 14:53
To: Flashcoders mailing list
Subject: Re: [Flashcoders] RE: Images stay on memory forever?

Hello Dave,

Thanks for helping out with this, man.

Originally my code was:
n = 1;
btn.onRelease = function():Void {
 _root["p"+n].gotoAndStop(2);
 _root["p"+n].removeMovieClip();
 n++;
}
No dynamically attached symbols. Didn't work...

Can you please download the .FLA and run a little test for yourself
if it's not much trouble?
It's at http://www.zefxis.gr/files/ImageIssue.fla

I'm not sure if I understand correctly what you are saying here.
The first frame of the movieclips has to be blank, their content
must start from frame let's say 2, and before removing them
moving their timeline to frame 1, which is blank? Is that it?
I tried this and still doesn't work.

Do you have an working example you can shared maybe?

Thanks a million!

Dimitrios


----- Original Message -----
From: "dave matthews" <[EMAIL PROTECTED]>
To: <flashcoders@chattyfig.figleaf.com>
Sent: Friday, September 01, 2006 4:14 PM
Subject: [Flashcoders] RE: Images stay on memory forever?


> hi Dimitrios,
>
>  Try using hard coded symbol_clips instead of the dynamically attached
> movies, because frame 2+ is going to contain whatever exists on > keyframe
> one of the code created attached movie.
>
>  For example, using an IDE target_clip symbol with the first occupied
> keyframe and the target in frame 5 will  require the command
"target_clip,
> goto (key)frame5" and loadmovie content.jpg into
> replacable_target_movieclip_symbol actually exists only on frame5.  The
> loaded content.jpg can be eliminated from the player by sending the
> target_clip/timeline to empty keyframe1, which is a known to be an > empty
> keyframe...  thus no 'load_target' no content that replaced the
> 'load_target.
>
>  Placing attached movieclips on different levels is more complex since
we
> have no way to create truly empty keyframes on dynamic timelines... i
> think... :)
>
> we'll get it working,
> Dave Matthews
>
>
> ------------------------------
>
> Message: 8
> Date: Fri, 1 Sep 2006 11:25:13 +0300
> From: "Dimitrios Bendilas" <[EMAIL PROTECTED]>
> Subject: Re: [Flashcoders] RE: Images stay on memory forever?
> To: "Flashcoders mailing list" <flashcoders@chattyfig.figleaf.com>
> Message-ID: <[EMAIL PROTECTED]>
> Content-Type: text/plain; format=flowed; charset="iso-8859-7";
> reply-type=response
>
> Hi Dave,
>
> Thank you for your reply!
>
> I tried everything you described here. Unfortunately, I still got the
same
> problem.
> I guess I'm not doing something right here...
>
> This is my code now:
>
> _root.attachMovie("p1", "p1", 10);
> _root.attachMovie("p2", "p2", 20);
>
> n = 1;
>
> btn.onRelease = function():Void {
> _root["p"+n].gotoAndStop(2); // frame 2 is empty
> _root["p"+n].removeMovieClip();
> n++;
> }
>
> I even tried removing the movie clip on the next frame, after calling
> gotoAndStop(2).
> Still the same.
>
> Any thoughts?
>
> Dimitrios
>
>
>
> ----- Original Message -----
> From: "dave matthews" <[EMAIL PROTECTED]>
> To: <flashcoders@chattyfig.figleaf.com>
> Sent: Thursday, August 31, 2006 11:02 PM
> Subject: [Flashcoders] RE: Images stay on memory forever?
>
>
>>hi Dimitrios,
>>
>>re: Anyone got any idea?
>>
>>  We had problems last year with something similar, loading 6 layers of
>> tiles in a 10 x 10 grid from the terraserver:
>> http://www.davidmatthews.com/dad/07-03-05-maplicator.swf  press n
>> slide/pan, double click n hold slide to zoom.
>>
>>
>>  Turns out .jpg's decompress to over 3 times their size to render in
the
>> player.
>>
>>  The solution we used to get rid of the memory bloat is to use
loadmovie
>> into target clips, which throws the previous .jpg's out of the clip >> and
>> player - replacing it with the new content.
>>
>>  For a greater number of loaded movies, when we change layers in the
>> maplicator for example, we actually move to a blank frame in the >> target
>> clip's timeline.
>>
>>  By moving to a frame where the target clips no longer exist we force
the
>> player to abandon the previously loaded .jpg's along with their holder
>> clips which also frees memory because those targets and their content
are
>> no longer anywhere in the timeline or player.
>>
>>  Because the .jpg's are still in the browser cache (but not in the
>> player), when the user zooms out and we move back to the empty target
>> clips in their timeline, reloading those .jpg's is instantaneous, as
they
>> are not reoaded from the server.
>>
>>hth,
>>Dave_Matthews
>>
>
>
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