I think this has been discussed before, but I can't find it in the archives.
I need to unload members from memory, and unloadMember doesn't seem to be working. Dir MX, Win XP Pro and Mac OS X (Panther). My program is mostly code. I have a number of zero-pixel holder sprites that I load members into as I need them. Any kind of member--video, audio, text, graphics, and so on. If I don't actively manage the unloading, the memory usage quickly climbs until things stop working. So I put in some code to unload an activity's assets when I leave that activity. It's in an object, and here's the relevant code: on mUnloadMembers me if pMemberList.count > 0 then repeat with i = 1 to pMemberList.count pMemberList[i].unload() end repeat end if pMemberList = [] end unloadMembers I've checked, and the list contains the members I want to unload. For example, I'm at a break point in the debugger, and pMemberList[i] is (member 28 of castLib 4). But memory usage continues to climb as fast as if I weren't doing anything. I check the loaded property of the member in the debugger, and it stays true even after it has been specifically unloaded. This isn't a code memory leak--in the memory inspector, the "Used by Program" memory stays pretty constant. The "Cast and Score" memory is what's killing me. Any ideas? How can I _really_ unload cast members? Cordially, Kerry Thompson [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]