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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