Edit: Sorry about the lack of specificity here, looking back I realize it's really hard to help
someone if they aren't specific about their issues.
To be a little more specific, I'm experimenting with state management.
At the moment, I'm using a stack (std::vector) of state pointers.
So, I push state objects created with the new keyword when I want to change state
and then I attempt to delete the previous state pointer and remove it from the stack.
I'm not using smart pointers.
I've tested this same method in SDL but SDL's clean up functions are very clear which makes it
easy to clean up.
I'm only testing with two states. One state has a RenderTexture and a couple Textures, the other has no Textures at all.
What happens is when I repeatedly switch between states, memory usage increases by ~2mb per switch.
I guess I'm mostly curious how to handle clean up in SFML2.
Edit: I really like clean up in SDL, it's very straight forward, but SFML offers a lot of nice features and I think I would prefer it over SDL if I can figure out how to manage my resources correctly.
Thanks for the response also =P
I'm reading your RAII link right now, that may fix my issues.