At least something like this
var before:Number = flash.system.System.totalMemory;
for (var i = 0; i < 1000; ++i)
{
luaAlchemyCall();
flash.system.System.gc(); // Probably works under debug players only
var timer:Timer = new Timer(100, 1);
timer.addEventListener("timer", checkThatNotALotOfMemoryEaten);
timer.start();
}
Original issue reported on code.google.com by aglad...@gmail.com on 20 Sep 2009 at 2:17
Original issue reported on code.google.com by
aglad...@gmail.com
on 20 Sep 2009 at 2:17