Problem might be with the XML class. I've seen problems in Flash Lite 3 where 
the idMap property of the XML class had to be deleted to prevent a memory leak. 
Tracing idMap will say undefined, must use ObjectDumper to see what it's 
actually pointing at. It appears that it will leak only if the XML file has 
nodes with an attribute of id.

--- On Thu, 10/1/09, Ian Thomas <[email protected]> wrote:


From: Ian Thomas <[email protected]>
Subject: Re: [Flashcoders] [MEMORY LEAK]
To: "Flash Coders List" <[email protected]>
Date: Thursday, October 1, 2009, 4:17 AM


Just out of interest - why are you recreating the Loader() and
re-adding the listeners each time? It should work if you just create
the Loader once, add the listeners once - then every time you call
load() with a new URLRequest, you'll get new progress and complete
events.

Might help with your leaks.

HTH,
   Ian

On Thu, Oct 1, 2009 at 2:28 AM, TS <[email protected]> wrote:
> Thanks for the info. Still reading it but, fme, it seems silly there's not
> an ExitRestart() method or something.
>
> Thanks, T
>
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Chris Foster
> Sent: Wednesday, September 30, 2009 7:08 PM
> To: Flash Coders List
> Subject: RE: [Flashcoders] [MEMORY LEAK]
>
> Hi T,
>
> No solution here, but this might relate to your current problem:
> http://www.gskinner.com/blog/archives/2008/04/failure_to_unlo.html
>
>
> C:
>
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of TS
> Sent: Thursday, 1 October 2009 10:53 AM
> To: 'Flash Coders List'
> Subject: [Flashcoders] [MEMORY LEAK]
>
> Hello, this issue is killing me. I had a swf that loaded an xml file
> then loaded images from the xml file and then killed the display list,
> xml, images etc... then restarted based on a timer. Every time it
> reloads however, I watch firefox take away memory consistently and when
> I refresh that page memory use drops back to normal. So, I said screw
> this, I'm going to create an empty swf and load the swf with all the
> magic in it and add it to the empty swf. I figured if I add the swf to
> the main stage and kill that one reference to the swf when I was done
> with it, I should have fixed my problem. Here's my code. Can someone
> please tell me what is going on?
>
>
> stop();
>
> var mLoader:Loader = new Loader();
> function startLoad()
> {
>        var mRequest:URLRequest = new
> URLRequest("hasch_flash/currently_watched_videos.swf");
>        //var mRequest:URLRequest = new
> URLRequest("currently_watched_videos.swf");
>        mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,
> onCompleteHandler, false, 0, true);
>
> mLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,
> onProgressHandler, false, 0, true);
>        mLoader.load(mRequest);
> }
>
> function onCompleteHandler(loadEvent:Event)
> {
>        trace("load " + loadEvent.currentTarget.content);
>        trace("loadTarget " + loadEvent.target);
>        addChild(loadEvent.currentTarget.content);
> }
> function onProgressHandler(mProgress:ProgressEvent)
> {
>        var percent:Number = mProgress.bytesLoaded/mProgress.bytesTotal;
>        trace(percent);
> }
> startLoad();
>
>
> TimerExample();
>
> // Set off timer to kill carousel and restart movie function
> TimerExample() {
>        var myTimer:Timer = new Timer(30000, 0);
>        myTimer.addEventListener("timer", timerHandler);
>        myTimer.start();
> }
>
> function timerHandler(event:TimerEvent):void {
>        trace(this.removeChildAt(0)); // remove from display list
>        mLoader = null;
>        mLoader =  new Loader(); // clear from memory
>        startLoad();
>        trace("timerHandler: " + event);
> }
>
>
> Thanks for any advice. T
>
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