The result is that after creating and deleting members numerous times in a cast, it can become large and bloated.
the trick is to replace the space. so you'll *only* loose the space which gets fragmented.
just like a save as writes a fresh compacted copy (save and compact is nothing else, than 'saving as..' with the same name into the same folder IMO) so you can at runtime issue a save as by copying the castlib, relinking it and delete the original one. but that's only true for external castlibs. you won't be able to do that with internal castlibs.
but anyway, I do create a LOT castmembers at runtime and erase them again. since the next time a castmember gets created it is put into the same castslot, taking up the memory, which was not released.
I can't proof, that now reliably, but I do know, that since the introduction of IL in D8 I make very heavy use of creating and erasing bitmaps, text and fields and have had no problems, even in movies with huge bitmaps, created dynamically at runtime. but then again, I do NOT create 1000 new bitmaps into my castlib, but rather the few, which will be shown at the same time on the stage. if I for example want to use 1000 external bitmaps I use two #bitmap members for that, one for the import and the other one for the display, while the next is imported.
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