Well, well. Indeed, it does work. I tried unLoad, which purports to do
the same thing, with no result, but unLoadMember does the trick.

In fact, I did a little experimenting, and came up with an even simpler
script which seems to work as well:

on mUnloadMembers me
  unloadMember
end

I think Mare remarked that unloadMember with an argument just marks the
member for unloading. It appears you don't even have to do that.

Thanks!

Cordially,

Kerry Thompson

> I have my director project setup similar to what you have.  
> Everything is loaded and linked on the fly, and after 
> something is placed onto the stage, they are added to a 
> global list that stores all these members.  During some 
> interval, I traverse through the list and call unload on each 
> member. In the past, this seems to work well.  I took another 
> look today and noticed that the memory usage was still 
> creeping up.  Rather than take the painful approach on 
> unlinking castlib, I experimented with unLoadMember without 
> any parameters, and this seems to work.
> 
> to use your example, my code now looks like this:
> 
> on mUnloadMembers me
>  if pMemberList.count > 0 then
>    repeat with i = 1 to pMemberList.count
>      pMemberList[i].unload()
>    end repeat
>    unLoadMember 
>  end if
> 
>  pMemberList = []
> 
> This seems a much simpler and faster solution than relinking 
> castlibs.  Maybe you could give it a try?


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