Hi Cliff / Jason,
Thanks for your help guys
Sorry Cliff I should have explained a little better the mediator's are not added to the stage, they create the necessary components - custom, sprite or otherwise and control everything about them.
I have been reading a lot on Garbage Collection as well, seems daft that you can't control it.
Basically my app is a full flash site, so between each page there are new sprites, listeners and any custom components....
Lets say you jump between four different galleries - 20 images on each gallery.
So thats around 80 images, each with their own lens sprite, box sprite, bkg solid sprite.
Each one of these images is associated to a large that can or cannot be loaded into the background, depends on the user.
Each gallery has an alpha, and a line to define it.
So Sprite wise you are looking at say 240 sitting in memory between those pages - is that a bargeload?
I didn't really want to clear these as it is nice to just take them off the display list and them throw them back when the user goes to that page - lazy way of having the system remember where the user last was on that page.
Is there any profile thing for straight flash?
Hi Jason, yes I am storing the bitmap data of any image loaded in a proxy so they are only ever loaded once..... This bad??
All my events are deleted between pages.
When I want to remove an object completely I use 'object = null' - which I do for the large images.
But I believe the problem is somewhere around the UILoader or the caching.....
In the image load command I have traced the System.totalMemory when I start the UILoader and then when it hits the complete handler, on the complete I get the massive jump....
Would something in there be doing it??
mmmmmm