> 1) Set the 'destroyStack' property of the stack to true. WHen it closes, it > should be purged from memory. > 2) Issue the "delete stack <stackname>" command, but BE CAREFUL!!! - if > <stackname> is a *substack*, the stack will ACTUALLY BE DELETED; if the stack > is a *mainstack*, it will close the stack and remove it from memory. (I tend > to use something like "if the mainstack of <stack> = the short name of > <stack> then delete stack <stack>".) > > The way you can test is to look at "the mainstacks".... if the name of the > stack is no longer in "the mainstacks", then it has been closed and purged > from memory.
Thanks Ken. Tried your suggestions. The game stack doesn't appear in the mainstacks, its destroyStack is true, and I do a "delete stack" even though mainstacks doesn't list the game stack. And yet, memory values after the game stack has been confirmed as closed are 2000 to 3000 K larger than when the game stack was first opened. So, I'm still wondering if this memory discrepancy is connected to my stack crashing immediately before using the command "group" after the game stack has been re-opened. -- Nicolas Cueto _______________________________________________ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode