0 Replies Latest reply on Nov 1, 2011 7:46 PM by mr_galactic

    How do I diagnose/fix BitmapData memory leaks caused by Sprites?

    mr_galactic

      In general I understand that if you're leaking BitmapData, you need to call dispose() on them when they're not needed and remove all references to them. The problem is, I don't have references to the BitmapData objects, so I can neither dispose them nor kill references to them:

       

      snapshot.png

      If I'm interpreting this correctly, the BitmapData instances are created by Sprites and referenced directly from GC root. Any suggestions on how to further diagnose this issue? Here's what I have already tried:

       

      • Turned off Sprite.cacheAsBitmap everywhere in the code (no change)
      • Analyzed the stage hierarchy. My scenario involves removing/adding a lot of objects, but the hierarchy is stable.

       

      Is there a way for me to programmatically iterate root references? Thanks in advance, I will appreciate any insight into this issue!