I have found what looks to be a slight memory leak, but I am not sure.
Here is the output from three trips into level_001, and back to the level select screen:
Level Select Screen
MemUsage: 376.1982421875
TexMem: 0.417024
Changing Scene to Level001
MemUsage: 500.7431640625
TexMem: 7.306496
Level Select Screen
MemUsage: 415.1025390625
TexMem: 3.046656
Changing Scene to Level001
MemUsage: 501.6572265625
TexMem: 7.306496
Level Select Screen
MemUsage: 415.7666015625
TexMem: 3.046656
Changing Scene to Level001
MemUsage: 502.8525390625
TexMem: 7.306496
Level Select Screen
MemUsage: 417.4931640625
TexMem: 3.046656
Notice the TexMem values are consistent, but the MemUsage keeps going up. Granted, this is a small movement up each time, but it is still there. The MemUsage will continue to keep going up the longer the game is played.
Some particulars, I am using the latest Director class (1.3), I am also using TextCandy for displays, although the increase is still there if I remove all the TextCandy code.
I have made sure to cancel all transitions, cancel and nil all timers, nil any un-needed variables, and remove all Runtime listeners.
Is there something else I should be looking at? Is the slight increase expected, and something that just comes as a natural overhead of Corona?
I am showing the output for going in and out of one level, because the numbers should be the exact same on each of the scenes (Level Select, and Level_001). Since all the levels are setup the exact same way, if I solve the issue on level one, all the remaining levels will work correctly.
Can anyone provide somewhere to look for this leak?
Mike Hovland
Blue Rocket Labs
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