Flint Particle System Forum - garbage disposal revisited2010-11-17T11:05:14+00:00http://flintparticles.org/forum/
Lussumo Vanilla & Feed Publisher
garbage disposal revisitedhttp://flintparticles.org/forum/comments.php?DiscussionID=76&Focus=354#Comment_3542008-09-03T14:14:59+01:002008-09-09T08:48:57+01:00chienhttp://flintparticles.org/forum/account.php?u=41
I see there have been some changes in the trunk. I have incorporated the new paths into apllications but have 1 question remaining.
when I use the new emitter.stop() does that also incorporate ...
when I use the new emitter.stop() does that also incorporate the old renderer.dispose() functionality? is there still any need to null out the emitter and renderer?
public function stopEmitter():void { steadyCounter.stop(); emitter.stop(); emitter = null; //renderer.dispose(); removeChild(renderer); renderer = null; }
thanks,
chien]]>
garbage disposal revisitedhttp://flintparticles.org/forum/comments.php?DiscussionID=76&Focus=355#Comment_3552008-09-03T16:42:03+01:002010-11-17T11:05:14+00:00Richardhttp://flintparticles.org/forum/account.php?u=1
Hi Chien
As explained here, trunk now contains the alpha of version 2. If you want to continue working with version 1, 1.0.4 is in tags.
You always have to null any persistent variable ...
As explained here, trunk now contains the alpha of version 2. If you want to continue working with version 1, 1.0.4 is in tags.
You always have to null any persistent variable references if you want the objects they refer to to be garbage collected. So, yes, with version 2 you still need to null emitter and renderer, also remove the renderer from the stage and stop the emitter. There's no need to stop the counter, but if you've retained a reference to it then you will need to null this too. No need to call dispose on the renderer.