justin wrote:
So, here's another newbie question:I'm working on an app that will have several different types of scenes/UIs, which will be switched back and forth from. I subclass each type of scene (sort of like a level in the tutorials..) from the "Scene" class (attached below). However, I find that actually deleting them when I'm done with them is problematic. They don't seem to go away like normal python objects, but rather hang around in memory causing a leak. Is there something specific I need to do in the destructor to delete Worlds? Should I be iterating through all the children and deleting them individually? Thanks for any help,
Children refer to the World and vice versa, so you have a cycle. Enabling the cycle collector should do it.
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