timer.add - It is part of improved Corona timer class. This updated class keeps track of memory and clears it as the the any timer call finished :). Also I improved string (unicode), transitions (automated memory tracking, destroing and memory clearing after finishing), ui, display, network, audio and other …
Do not pay attention to my “sneaky” code :). I am certified IBM C++ programmer with 20 years experience, and I think I can afford to improve corona sdk for personal convenience and for more stable work 
For example another code with same issue (from game Towers on native Corona code
):
local aGroup = display.newGroup() local counter = 0 local gr = graphics.newGradient( {181,134,74}, {254,247,174}, "down" ) for i=1,5 do for k,v in pairs( trophiesTable ) do --print(k,v) if (v[i]) then local p = v[i] local tx, ty = 100, counter \* 50 local ti\_back = display.newImageRect( aGroup, "i/menu/ach\_back.png", 42, 42 ); ti\_back.x, ti\_back.y = tx, ty; ti\_back.isVisible = false local ti = display.newImageRect( aGroup, "i/menu/ach.png", 42, 42 ); ti.x, ti.y = tx, ty local ztText1 = display.newText( aGroup, p.caption, 0, 0, "broadsheet", 21) ztText1:setReferencePoint( display.CenterLeftReferencePoint ) ztText1.x, ztText1.y = tx + 25, ty - 8 ztText1:setTextColor( 254, 247, 174 ) local ztText = display.newText( aGroup, p.name, 0, 0, "broadsheet", 10) ztText:setReferencePoint( display.CenterLeftReferencePoint ) ztText.x, ztText.y = tx + 27, ty + 6 ztText:setTextColor( 250, 243, 198 ) local line = display.newImageRect( aGroup, "i/menu/t\_line.png", 215, 1 ); line.x, line.y = tx + 120, ty + 15 if (not p.shown) then ztText:setTextColor( gr ); ztText1:setTextColor( gr ); ztText1.text = "Achievement" ztText1:setReferencePoint( display.CenterLeftReferencePoint ) ztText1.x, ztText1.y = tx + 25, ty - 8 ti.isVisible = false ti\_back.isVisible = true end counter = counter + 1 end end end local scrollView = require("widget").newScrollView{ width = 440, height = 204, left = 20, top = 78, scrollWidth = 440, scrollHeight = aGroup.height, horizontalScrollDisabled = true, hideBackground = true, maskFile = "i/menu/sub\_mask.png", } scrollView:insert( aGroup ) aGroup.x, aGroup.y = 20, 30 pGroup:insert( scrollView )
This BUG on some Android devices only!
on HTC One X scrollView sometimes stops scrolling immediately after the the touch ended (when you try to do fast scrolling or scroll quickly)
on two china devices scrollView scrolls in negative direction (when you try to do fast scrolling or scroll quickly) :(
I implemented my scrollview (for parallax map) and got the same symptoms - on simulator and iOS all work OK, but on china devices the same issue. Therefore I think it is problem in events handling
Thanks to all!