I'm not sure if its completely necessary, but when I use it, and check the
activity monitor, my cpu usage drops considerably.
- Ben
> I've only just noticed the dispose() method of the BitmapData object. Is
> it
> strictly necessary? That is: if I just let a BitmapData object get garbage
> collec
I've only just noticed the dispose() method of the BitmapData object. Is it
strictly necessary? That is: if I just let a BitmapData object get garbage
collected, will the memory fail to be released? And if not, why would we
need this method instead of plain old delete?
Danny
_
ROTECTED]>
To: "Flashcoders mailing list"
Sent: Friday, March 24, 2006 9:01 PM
Subject: Re: [FlashCoders] BitmapData.dispose()
Hello,
It looks that the garbage collector deal different with BitmapData
objects. You can easily use some Gigabytes of memory putting this code
in some onEnter
bitmapData remains in memory, even when the bitmapData objects refrence
count reaches zero, in which case, dispose() can no longer be called on the
bitmapData object, causing memory leak.
There is more on this subject, you should find more information on it
searching google, the flashcoders archiv
Yes, BMP Obj remains in memory, you need to have a reference to that Object
so you can dispose it later.
import flash.display.BitmapData;
var bitmap:BitmapData;
function createBitmap():Void {
bitmap = new BitmapData(500, 500, false, 0xFF);
_root.attachBitmap(bitmap, 0);
}
clickObj = {
Hello,
It looks that the garbage collector deal different with BitmapData
objects. You can easily use some Gigabytes of memory putting this code
in some onEnterFrame loop for example. You can find more about this
issue on Grant Skinner blog...it was discussed there a time ago.
http://www.gskinner
Hello,
Quick question.
private function createBitmap():Void {
var bitmap:BitmapData = new Bitmap(200, 200, false, 0xFF);
clip.attachBitmap(bitmap, 0);
}
If I never execute .dispose() on the bitmap, does it remain in memory?
It seems logical to me that it remains there only until the
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