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	<title>Comments on: removeChild and removeChildAt memory fun</title>
	<atom:link href="http://www.flashcs.org/removechild-and-removechildat/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.flashcs.org/removechild-and-removechildat/</link>
	<description>flash experiments, tutorials, code and news</description>
	<pubDate>Tue, 02 Dec 2008 18:21:24 +0000</pubDate>
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		<item>
		<title>By: admin</title>
		<link>http://www.flashcs.org/removechild-and-removechildat/#comment-215</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Thu, 23 Oct 2008 14:42:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.flashcs.org/2008/02/09/removechild-and-removechildat/#comment-215</guid>
		<description>Hi jeff. What you have done is correct. The errors that you were getting were to the new garbage collector as mentioned. But Yes Like you have done you also need to clear all the classes. Also to note is EventListiners as they may cause a class never to be cleared just as you were finding. Check here for more info.
http://www.flashcs.org/memory-managment-memory-leak/

Also I have created a memory guauge which helps you to see if you have leak somewhere in your app
Click here to get it: http://www.flashden.net/item/flash-memory-gauge-performance-check/17981

Have fun</description>
		<content:encoded><![CDATA[<p>Hi jeff. What you have done is correct. The errors that you were getting were to the new garbage collector as mentioned. But Yes Like you have done you also need to clear all the classes. Also to note is EventListiners as they may cause a class never to be cleared just as you were finding. Check here for more info.<br />
<a href="http://www.flashcs.org/memory-managment-memory-leak/" rel="nofollow">http://www.flashcs.org/memory-managment-memory-leak/</a></p>
<p>Also I have created a memory guauge which helps you to see if you have leak somewhere in your app<br />
Click here to get it: <a href="http://www.flashden.net/item/flash-memory-gauge-performance-check/17981" rel="nofollow">http://www.flashden.net/item/flash-memory-gauge-performance-check/17981</a></p>
<p>Have fun</p>
]]></content:encoded>
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		<title>By: Jeff</title>
		<link>http://www.flashcs.org/removechild-and-removechildat/#comment-162</link>
		<dc:creator>Jeff</dc:creator>
		<pubDate>Wed, 08 Oct 2008 18:25:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.flashcs.org/2008/02/09/removechild-and-removechildat/#comment-162</guid>
		<description>Ok I figured you needed to set the class you created to null or something to actually make Flash forget about it. I'm building an avatar builder and reload the body parts when they change from eyes to say hair. I decided to create instances of linkage setup in the library to create the selection list. Before loading new assets in I used removeChildAt() inside a for statement but felt in my gut that each time I built the menu and removed the previous class references for the list they were still hanging out so it would grow and grow and grow every time you changed what body part you were working one and reloaded the selection.

Since these will be in stores and touch screens people might be using them all day one after another by the end of the day and maybe if employees don't turn off the computers the amount of memory taken up by old display objects / movieclips / class instances / whatever they are called this year would be hanging around by the hundreds of thousands.

Anyway I'll set the class instance / reference to the class instance = null. Since I create them inside a function I wonder if I'l have access to the instance names by reference when I rerun the function later. The are not private or anything and are not in an external as file / package / class whatever you call includes now.</description>
		<content:encoded><![CDATA[<p>Ok I figured you needed to set the class you created to null or something to actually make Flash forget about it. I&#8217;m building an avatar builder and reload the body parts when they change from eyes to say hair. I decided to create instances of linkage setup in the library to create the selection list. Before loading new assets in I used removeChildAt() inside a for statement but felt in my gut that each time I built the menu and removed the previous class references for the list they were still hanging out so it would grow and grow and grow every time you changed what body part you were working one and reloaded the selection.</p>
<p>Since these will be in stores and touch screens people might be using them all day one after another by the end of the day and maybe if employees don&#8217;t turn off the computers the amount of memory taken up by old display objects / movieclips / class instances / whatever they are called this year would be hanging around by the hundreds of thousands.</p>
<p>Anyway I&#8217;ll set the class instance / reference to the class instance = null. Since I create them inside a function I wonder if I&#8217;l have access to the instance names by reference when I rerun the function later. The are not private or anything and are not in an external as file / package / class whatever you call includes now.</p>
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	<item>
		<title>By: removeChild and removeChildAt memory fun &#171; Flash and all its Goodies</title>
		<link>http://www.flashcs.org/removechild-and-removechildat/#comment-10</link>
		<dc:creator>removeChild and removeChildAt memory fun &#171; Flash and all its Goodies</dc:creator>
		<pubDate>Sun, 10 Feb 2008 23:20:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.flashcs.org/2008/02/09/removechild-and-removechildat/#comment-10</guid>
		<description>[...] removeChild and removeChildAt memory fun [...]</description>
		<content:encoded><![CDATA[<p>[...] removeChild and removeChildAt memory fun [...]</p>
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