Supposedly Flash sprites sap memory from Director movies.  I read somewhere
(mm technotes?) that if you can keep from using more than one swf at a time,
then that's a good idea.  I  use unLoadMember to clean out memory, so as to
leave space for other sprites.  Hope this helps.

Sam

----- Original Message -----
From: "Kerry Thompson" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, December 04, 2001 2:26 PM
Subject: RE: <lingo-l> Reclaiming memory from Flash Sprites


>
> > Each exercise is a one-frame movie that builds itself on the fly,
> > navigation is by 'go to movie', all known movie-specific objects are
> > being disposed of on 'stopmovie', the Flash sprites are on stage most
> > of
> > the time (some are hidden part of the time), so 'unload' probably
> > isn't
> > going to help. Nonetheless, the code has a number of 'unload's in
> > places
> > that seem like they ought to help, and they don't seem to be helping.
> >
> Hi Carl,
>
> I'm having exactly the same problem--I've inherited a project with tons
> of Flash. When I upgraded from 8.0 to 8.5, I started getting memory
> leaks, and I'm more and more convinced it's the Flash Asset Xtra.
>
> I'm running some tests to make sure, but for me, it looks like the
> answer may be that we have to go back to 8.0. Fortunately, all our Flash
> was done in F4, or F5 & published as F4.
>
> I'm curious, though. I wonder what would happen if I used the Flash
> Asset Xtra from 8.0 with an 8.5 projector? That's one of the things I'm
> going to try.
>
> Also, how are you sure that you've got a memory leak? I don't really
> trust the freeBytes or the Memory Inspector--I've gotten some really
> screwy results. I can send you a spreadsheet showing the difference
> between the freeBytes, the MI, and Buddy's memoryInfo call if you like.
>
> Cordially,
>
> Kerry Thompson
>
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