Thank you brad for the detailed comments and the test code.  I was able to 
isolate the problem to the "is" operator not properly identifying bound 
methods of sprite objects (likely, or any other bound method for that 
matter).  Because it was not properly id'ing function passed to 
Clock.unschedule, they were not being removed.  It seems that "is" will not 
work, but a simple equality check will.  Unit tests seem to work well.

You'll notice that your test code will still report 2 scheduled items in 
the queue.  Note the comments in the unschedule method; items are not 
removed right away in the event that there are several unscheduled 
functions at once and causing excessive heap activity.  They remain in the 
queue until they are checked again then removed without processing 
callbacks.


On Monday, February 20, 2017 at 8:20:13 PM UTC-6, Benjamin Moran wrote:
>
> Leif, 
>
> I put together a quick example. While it doesn't crash, It does illustrate 
> what may be the root cause:  animations are not being unscheduled properly. 
> When changing a sprite's img/animation, it will call clock.unschedule(). 
> The print function in the example code shows that the list of scheduled 
> functions keeps growing every time you change one. Hope this helps! 
>
> (It would be a lot cleaner to use a proper animation, but I just mocked 
> this up using transforms of the included png in the pyglet repo)
>
> import pyglet
>
> window = pyglet.window.Window()
> batch = pyglet.graphics.Batch()
>
> image = pyglet.image.load("examples/pyglet.png")
> image.anchor_x = image.width//2
> image.anchor_y = image.height//2
>
> frames = []
> for i in range(4):
>     angle = i * 90 % 360
>     img = image.texture.get_transform(rotate=angle)
>     frames.append(img)
> ani = pyglet.image.Animation.from_image_sequence(frames, 0.08)
> ani2 = pyglet.image.Animation.from_image_sequence(frames, 0.2)
>
> sprite = pyglet.sprite.Sprite(ani, x=window.width//2, y=window.height//2, 
> batch=batch)
>
>
> @window.event
> def on_key_press(key, mod):
>     if key == pyglet.window.key.SPACE:
>         sprite.image = ani2
>         print(pyglet.clock.get_default()._schedule_interval_items)
>
>
> @window.event
> def on_draw():
>     window.clear()
>     batch.draw()
>
>
> if __name__ == "__main__":
>     pyglet.app.run()
>
>
>
>
> On Tuesday, February 21, 2017 at 1:25:11 AM UTC+9, Leif Theden wrote:
>>
>> I wrote the experimental clock.  Thanks for the input.  I realize I've 
>> been silent for a long time, but with some details about the issues, I can 
>> work towards better compatibility.
>>
>> Leif
>>
>> On Mon, Feb 20, 2017 at 7:09 AM, Benjamin Moran <[email protected]> 
>> wrote:
>>
>>>  I've actually come across some issues myself, so this will need some 
>>> additional work before merging.  The first is a fairly consistent crash 
>>> when changing a sprite's animation. The second is that the animation speed 
>>> is not consistent. It's off enough to be visually obvious, so it should be 
>>> tweaked a bit. 
>>>
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>>
>>

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