The first time that you return to a game..? It sounds very much like you're not destroying the movieclips for each mini-game, and that you're creating them under unique names/ids or on unique depths; and when you return to the same game, it's recreated over the old copy of itself, replacing the movieclip that was created last time around.
So, going in to mini game A followed by mini game B we end up with: main + --- gameA (should have been removed but wasn't) + --- gameB Then back to game A main +--- gameA (replaced by the new copy) +--- gameB (should have been removed but wasn't) Does that make any sense? Pure speculation on my part, but seems to match the symptoms. Are you really, truly, 100% sure about removeMovieClip() being called? :-D You could try doing a for...in... on the parent movie to list its children - to see if anything's hanging around. Do you call unloadMovie()? Might be worth it to see if it makes a difference (I can't remember if either of our frameworks has it, offhand - can check if need be). Basically we've had two frameworks that sound like they're set up in exactly the way you describe; and they've worked from flash player 7 thru 9 happily with none of these symptoms. Some of the 'modules' pretty intensive stuff. Ian On 11/9/06, Trevor Burton <[EMAIL PROTECTED]> wrote:
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
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