Thanks for the info. Still reading it but, fme, it seems silly there's not
an ExitRestart() method or something.

Thanks, T


-----Original Message-----
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Chris Foster
Sent: Wednesday, September 30, 2009 7:08 PM
To: Flash Coders List
Subject: RE: [Flashcoders] [MEMORY LEAK]

Hi T,

No solution here, but this might relate to your current problem:
http://www.gskinner.com/blog/archives/2008/04/failure_to_unlo.html


C:
 

-----Original Message-----
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of TS
Sent: Thursday, 1 October 2009 10:53 AM
To: 'Flash Coders List'
Subject: [Flashcoders] [MEMORY LEAK]

Hello, this issue is killing me. I had a swf that loaded an xml file
then loaded images from the xml file and then killed the display list,
xml, images etc... then restarted based on a timer. Every time it
reloads however, I watch firefox take away memory consistently and when
I refresh that page memory use drops back to normal. So, I said screw
this, I'm going to create an empty swf and load the swf with all the
magic in it and add it to the empty swf. I figured if I add the swf to
the main stage and kill that one reference to the swf when I was done
with it, I should have fixed my problem. Here's my code. Can someone
please tell me what is going on? 


stop();

var mLoader:Loader = new Loader();
function startLoad()
{
        var mRequest:URLRequest = new
URLRequest("hasch_flash/currently_watched_videos.swf");
        //var mRequest:URLRequest = new
URLRequest("currently_watched_videos.swf");
        mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,
onCompleteHandler, false, 0, true);
        
mLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,
onProgressHandler, false, 0, true);
        mLoader.load(mRequest);
}

function onCompleteHandler(loadEvent:Event)
{
        trace("load " + loadEvent.currentTarget.content);
        trace("loadTarget " + loadEvent.target);
        addChild(loadEvent.currentTarget.content);
}
function onProgressHandler(mProgress:ProgressEvent)
{
        var percent:Number = mProgress.bytesLoaded/mProgress.bytesTotal;
        trace(percent);
}
startLoad();


TimerExample();

// Set off timer to kill carousel and restart movie function
TimerExample() {
        var myTimer:Timer = new Timer(30000, 0);
        myTimer.addEventListener("timer", timerHandler);
        myTimer.start();
}

function timerHandler(event:TimerEvent):void {
        trace(this.removeChildAt(0)); // remove from display list
        mLoader = null;
        mLoader =  new Loader(); // clear from memory
        startLoad();
        trace("timerHandler: " + event);
}


Thanks for any advice. T

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