Type Function Object DisplayObject Library display.* Return value DisplayObject Revision Current Public Release (2017.3184) Keywords removeSelf, removing objects, delete object, removal See also display.remove() group:remove()
Removes the display object and frees its memory, assuming there are no other references to it. This is equivalent to calling group:remove() on the same display object, but it is syntactically simpler. The
object:removeSelf() syntax is also supported in other cases, such as removing physics joints in the physics engine.
When you remove a display object, event listeners that are attached to it — tap and touch listeners, for example — are also freed from memory. You don't need to explicitly remove event listeners that are isolated to the object. See the Display Objects guide for further details on object removal.
object:removeSelf() method converts a display object into a normal Lua table that will be garbage collected if there are not other references to the object. You should also set the object to
nil after removing it.
As a best practice, you should set the associated variable(s) to
nil after calling
When an object is removed, the
nil and all properties relating to display object are removed. Thus, if there are still references to object in Lua, they will simply be references to a normal Lua table.
local obj = display.newImage( "image.png" ) obj:translate( 100, 100 ) -- Remove the object obj:removeSelf() obj = nil