Ian,

We do load different swfs - the game itself consists of several 'modules'
(the game itself, a navigation bar, mini-games that run within the main game
etc.etc.) when you move to the lobby all the current objects are destroyed
and the clips removed and the lobby is created from scratch - then that's
destroyed when the player moves to a new game...

The weird thing is that however many times you go through this
game-lobby-game process the 'grinding' that occurs seems to happen only on
the first time you return to a game... after that it stays the same
(incredibly high, but the same) - what you'd expect if it was GC or
something would be that the process would get multiplied...

There's a lot of XML getting passed around when a new game starts so we're
looking at that, too.

If there's ever a solution found and it turns out to be GC or something I'll
let you know what it was, cause it could be useful to others... the
application is pretty big and I'm not sure if we're just hitting the limit
of how much the player can actually cope with (I'll have to actually start
learning AS3 by the looks of things!)

Thanks for your help Ian, If anything else occurs to you about this do let
me know...

T

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Thomas
Sent: 09 November 2006 11:59
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Garbage Collection in FP8

On 11/9/06, Trevor Burton <[EMAIL PROTECTED]> wrote:
> Thanks Ian,
>
> What you've said is the principles we were working on here... the problem
we
> have is that if you're playing a game (which, in itself is fairly
> processor-intensive) and you leave the game to return to the lobby - and
> then play another game - when the second game is created the whole thing
> behaves as if two games are playing - as if the old game was never
destroyed
> but is somehow playing 'in the background' - but listing objects when
you're
> back in the lobby shows there's nothing there. FP8 gives you the glorious
> 'script running slowly' alert but FP7 and FP9 continue to run, just more
> slowly.
>
> So what I thought *might* have been happening was that, despite a heroic
> effort by one of my colleagues to hunt down and '=null' every reference in
> every class he could find, because there was suddenly a huge amount of
free
> memory the GC was not triggered, so, when the player moves from lobby to
> second game those objects are still in memory, and that - having the same
> names as references was somehow 'resurrecting' them - some sort of
> Frankenstein object reference!  Arrrggghhh.
>
> Seems unlikely, I know, but it's got us all foxed as to what's actually
> going on here - and as it doesn't happen in FP7 or FP9 it's a little
> confusing and GC in FP8 seemed like a likely culprit....
>
> Any thoughts, ideas, suggestions (despite just throwing in the towel and
> going freelance) ?
>
> T

Well - how are you loading the games?

Are the games seperate .swf files?

Are you getting rid of them (whether they are seperate or not) with
removeMovieClip()? If not, how _are_ you getting rid of them?

I have a framework here where I constantly load in different modules
(.swfs) and 'play' them; then removeMovieClip and switch to another.
Never have any problems.

Ian
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