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Canvas AcceptPictureDrop = memory leak?

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Message       ChickenScratch           Post subject: Canvas AcceptPictureDrop = 
memory leak?Posted: Wed Feb 10, 2010 10:23 pm                        
Joined: Fri Feb 15, 2008 5:14 pm
Posts: 68              I know I brought this up in the past, but no one really 
answered my post - so here goes a 2nd attempt.  Will someone please confirm 
that dropping a picture using AcceptPictureDrop creates a memory leak.  It will 
only take you 30 seconds to either confirm or deny, so please let me know what 
you find.  BTW, I'm on a Mac running the latest Snow Leopard, RB 2009 R3 Studio 
(enterprise).

1)  Create new project
2)  Add a canvas
3)  In the canvas open event, add:

me.acceptpicturedrop

4)  In the canvas DropObject event, add the following lines:

if obj.pictureavailable then
 me.backdrop = obj.picture
end if

Now, open up your Activity Monitor and watch your program's memory footprint 
climb as your drag pictures into the canvas.  For me, each time I drag a 
picture object into the canvas, my app's memory footprint jumps 100% or more.  
I can't seem to find a way to free up the used memory either.

Perhaps I just don't know how to use AcceptPictureDrop, but this is pretty 
irritating for me.

Thanks.      

    Last edited by ChickenScratch on Wed Feb 10, 2010 10:35 pm, edited 1 time 
in total.   
                            Top               ChickenScratch           Post 
subject: Re: Canvas AcceptPictureDrop = memory leak?Posted: Wed Feb 10, 2010 
10:31 pm                        
Joined: Fri Feb 15, 2008 5:14 pm
Posts: 68              Sorry, I forgot to mention that to test this, you will 
need to drag a picture from an application like iPhoto or a web browser and not 
from the Finder.  To accept files from Finder, you will probably have to use 
AcceptFileDrop.   
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