Here is a way to check objects GC status... it can't tell who is still
referencing anything, but can make sure what is really GC'ed.
http://blog.onthewings.net/2010/10/18/how-to-know-objects-are-really-gced-in-flash-as3/

Hope it helps.

Best,
Andy

On Wed, Dec 15, 2010 at 10:39 AM, Miguel Kennedy <[email protected]>wrote:

> Liam,
>
> Check this post by Shane
> http://www.lostinactionscript.com/blog/index.php/2008/10/30/object-pooling-in-as3/
>
> Also, you can go to his svn repository and download his pooling
> classes... Maybe that can help
>
> On Dec 14, 11:22 pm, Liam Jones <[email protected]> wrote:
> > Just tried out your suggestion Fabrice, still an ever increasing
> > number of null meshes, although the memory usage is certainly
> > increasing a little slower.
> > I think I will have to do as Ken suggests and totally rewrite the
> > asteroid creation code to use from a pool rather than create them when
> > required. It's going to be a little tricky because I've been storing
> > the asteroids in multiple arrays to reduce collision overheads, but
> > certainly do able. Thanks for all the ideas everyone.
> >
> > On Dec 14, 11:04 pm, Ken Railey <[email protected]> wrote:
> >
> >
> >
> >
> >
> >
> >
> > > Looking good so far.  This is kind of dodging the question, but given
> the
> > > design of your game I would suggest pooling and recycling those objects
> > > anyway.  This way you don't have to be so concerned about GC during the
> > > game, and skipping all those allocations should be a little more
> efficient.
> >
> > > -Ken
> >
> > > On Tue, Dec 14, 2010 at 1:39 PM, Liam Jones <[email protected]> wrote:
> > > > sorry for the double post, forgot to include a link
> >
> > > > Game can be seen here:
> >
> > > >http://dl.dropbox.com/u/5312719/3D%20Tunnel.html
>

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