How do I forcefully unload a ByteArray
from memory using ActionScript 3?
I have tried the following:
// First non-working solution
byteArray.length = 0;
byteArray = new ByteArray();
// Second non-working solution
for ( var i:int=0; i < byteArray.length; i++ ) {
byteArray[i] = null;
}
Use these resources:
http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b8cbfe-7ff7.html
and this
http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b8cbfe-7ff7.html
Have a look at this article
http://www.gskinner.com/blog/archives/2006/06/as3_resource_ma.html
IANA actionscript programmer, however the feeling I'm getting is that, because the garbage collector might not run when you want it to.
Hence http://www.craftymind.com/2008/04/09/kick-starting-the-garbage-collector-in-actionscript-3-with-air/
So I'd recommend trying out their collection code and see if it helps
Unfortunately when it comes to memory management in Flash/actionscript there isn't a whole lot you can do. ActionScript was designed to be easy to use (so they didn't want people to have to worry about memory management)
The following is a workaround, instead of creating a
ByteArray
variable try this.Where
byteArray
is a dynamic property ofbyteObject
, you can free the memory that was allocated for it.I don't think you have anything to worry about. If
System.totalMemory
goes down you can relax. It may very well be the OS that doesn't reclaim the newly freed memory (in anticipation of the next time Flash Player will ask for more memory).Try doing something else that is very memory intensive and I'm sure that you'll notice that the memory allocated to Flash Player will decrease and be used for the other process instead.
As I've understood it, memory management in modern OS's isn't intuitive from the perspective of looking at the amounts allocated to each process, or even the total amount allocated.
When I've used my Mac for 5 minutes 95% of my 3 GB RAM is used, and it will stay that way, it never goes down. That's just the way the OS handles memory.
As long as it's not needed elsewhere even processes that have quit still have memory assigned to them (this can make them launch quicker the next time, for example).
(I'm not positive about this, but...)
AS3 uses a non-deterministic garbage collection. Which means that unreferenced memory will be freed up whenever the runtime feels like it (typically not unless there's a reason to run, since it's an expensive operation to execute). This is the same approach used by most modern garbage collected languages (like C# and Java as well).
Assuming there are no other references to the memory pointed to by
byteArray
or the items within the array itself, the memory will be freed at some point after you exit the scope wherebyteArray
is declared.You can force a garbage collection, though you really shouldn't. If you do, do it only for testing... if you do it in production, you'll hurt performance much more than help it.
To force a GC, try (yes, twice):
You can read more here.
Well yes and no, as you might have read from countless blogposts the GC in AVM2 is optimistic and will work it's own mysterious ways. So it does work a bit like Java and tries to reserve heap space, however if you let it long enough and start doing other operations that are consuming some significant memory it will free that previous space. You can see this using the profiler over night with some tests running on top of your app.