Question about textue memory

Hi all! this time I do not have code is just a question. The texture memory is rising every 10 levels in my game and I thought it would never happen to me because I followed the rules of keeping the code as optimized as possible. To be brief, I use composer, all the visual objects that are part of the background and do not collide with another objects are in a table. In this way I do not reach the 60 up values. Those objects are created in the scene create and I only assign nil to the table in the scene destroy.

ex.

--forward variable local dispObj = {} --scene create dispObj.cloud = displayNewImageRect(..) dispObj.square = displayNewImageRect(..) --all display objects are inserted in sceneGroup dispObj.tree = displayNewImageRect(..) etc --scene destroy dispObj = nil

The objects that collide are created individually, I do not know why I decided so but I think I wanted to avoid a table inside another table that are already in another table.

I have an external module which has all the sounds in a table and also has the images sheets and their references.

ex.

local M = {} M.soundTable = { menuMusic = audio.loadSound("sounds/menu\_music.wav"), gameMusic = audio.loadSound("sounds/game\_music.wav"), bounce = audio.loadSound("sounds/bounce.wav")' --etc end --simplified sound variables --I use this to reduce the writing in the module where I'm going to use it M.music = M.soundTable["menuMusic"] M.beat = M.soundTable["gameMusic"] M.boing = M.soundTable["bounce"] -------------------------------------------------------------------------- local img1SheetInfo = require("images.images1") local img1Sheet = graphics.newImageSheet( "images/images1.png", img1SheetInfo:getSheet() ) M.logo = { type = "image", sheet = img1Sheet, frame = 1 } M.name = { type = "image", sheet = img1Sheet, frame = 2 } M.play = { type = "image", sheet = img1Sheet, frame = 3 } --etc return M

The increase in memory is slight. The measuring clock stays at 3.24mb up to level 9 and when it changes to 10 it increases 3.25 and continues like this every 9 levels.

I make this brief explanation so that everyone can understand the method I am using to program. I know it’s a bit difficult to explain everything. I have received a lot of help from here and I am very grateful. I have been able to get where I am thanks to your help.

Could someone help me explaining why these increases in memory are due? With your help I could go more precisely to see where the errors are.

Thanks in advance
DoDi

If there’s nothing wrong with your posted numbers, we’re talking about roughly 1 byte every level … whatever it is, it doesn’t matter and I can’t even imagine what might cause such a tiny increase in texture memory caused by your code.

Setting an object to nil simply makes it available for garbage collection.  If you are having an actual issue you can manually do a garbage collection.

@all
Thanks for your help, I will ignore this increase in texture memory and continue the game.

If there’s nothing wrong with your posted numbers, we’re talking about roughly 1 byte every level … whatever it is, it doesn’t matter and I can’t even imagine what might cause such a tiny increase in texture memory caused by your code.

Setting an object to nil simply makes it available for garbage collection.  If you are having an actual issue you can manually do a garbage collection.

@all
Thanks for your help, I will ignore this increase in texture memory and continue the game.