my understanding is that primitive types (uint, string, Number, etc.) of a class do not need to be set to null for garbage collection.
for example, i am not required to write this dispose()
method in the following class:
package
{
//Imports
import flash.display.Shape;
//Class
public class DrawSquare extends Shape
{
//Properties
private var squareColorProperty:uint;
//Constructor
public function DrawSquare(squareColor:uint)
{
squareColorProperty = squareColor;
init();
}
//Initialize
private function init():void
{
graphics.beginFill(shapeColorProperty);
graphics.drawRect(0, 0, 200, 200);
graphics.endFill();
}
//Dispose
public function dispose():void
{
squareColorProperty = null;
}
//Get Shape Color
public function get squareColor():uint;
{
return squareColorProperty;
}
}
}
if this is true, which i believe it is, what is the difference between objects of primitive types and objects of non primitive types concerning memory allocation?
The GC removes objects that are not strong-referenced by any object. Primitive typed fields are not referenced at all - their values are directly stored in the the containing object's memory (at least I think so).
I hope it helps.
As far as I know, the most complete and detailed explanation of GC logics in flash player VM is located in the blog of Alex Harui, written back in 2007. Direct link: GCAtomic.ppt.
And here are some useful hints on GC from Grant Skinner.
GC logic deals with references and reference counting. And since you can not obtain a reference to a primitive in ActionScript, you can do nothing about GC in this aspect.
EDIT Just remembered another nice set of articles on GC and resource management by Grant Skinner.