Snapshot object has memory leak. Maybe...

Also, as Rob somehow implies, I would not advise to hunt for memory leaks and instead, while developing, just place a memory usage counter on top of everything that monitors constantly, and only tackle issues when a very specific problem arises.

The same for releasing texture memory, by the way: in my latest game, instead of cleaning up every imageSheet after use (and then needing to reload it again later on) I find it’s easier to just keep them in memory.

You can call the garbage collector whenever you want.  Just be aware that it will be a big performance hit on your app.  But if there is a leak (yours or ours), this won’t fix it. 

Rob

just to further clarify:  as of Lua 5.1 (which is what Corona currently uses) overall garbage collection performance is proportional to memory usage (specifically, the number of reference-counted objects, rather than their total size), and the gc is constantly running incrementally, so unless you’re currently using lots of discrete memory instances, and/or have recently done a lot of thrashing, the performance hit of calling for a full collect might/not be significant.

[also note that if you have need to call the gc repeatedly, you can explicitly stop the internal incrementals, and step it yourself with size and frequency of your own choosing.  (advanced topic, and not for the faint of heart, but a potential performance gain in some very specific instances - just be sure to restart it later when done stepping it yourself!)]

This should be fixed in the next daily build - 2015.2597 or later.

Rob

This should be fixed in the next daily build - 2015.2597 or later.

Rob