# Let's play find the memory leak! yay flash 9!

**URL:** https://forum.kirupa.com/t/lets-play-find-the-memory-leak-yay-flash-9/270540
**Category:** flash
**Created:** [September 10, 2008, 8:14pm UTC](https://forum.kirupa.com/t/lets-play-find-the-memory-leak-yay-flash-9/270540 "2008-09-10T20:14:42Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![creatify](https://avatars.discourse-cdn.com/v4/letter/c/d07c76/32.png) [@creatify](https://forum.kirupa.com/u/creatify)
#### Post date: [September 10, 2008, 8:14pm UTC](https://forum.kirupa.com/t/lets-play-find-the-memory-leak-yay-flash-9/270540/1 "2008-09-10T20:14:42Z")

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I have a main fla - it loads a sub swf. The sub swf loads an xml doc, then saves the xml to a static property within a storage class. The main fla can then unload the sub swf via a public method dispose. Every thing is set to null upon the unload. Yet, after loading / unloading a dozen times or so, you’ll continue to see the system memory climb - even while I’m using a temp hack to clear the system memory.

This is a trimmed example based on 8 or 10 items I’m building, that may be heavily loaded/unloaded.

**Can anyone spot why the memory would continue to climb** when you repetitivesly load/unload the app?? Am I blatantly missing something or will player 9, via the repetitive use, just “act this way” (imagine a replay button that will be heavily used to load / unload all of these items).

I’m really hoping someone has some advice here - I’m pulling my hair out at this point. And, I know there are a few added objects in the loading code, but this, again, is paired down from a larger set of code that utilizes those.

thanks!

files attached.
