a leak is an error or leading up to an error in your coding, whether you use JASS or regular triggers... for example in this trigger, lets say you want to revive all of player 1's units if they die, at the location of their death...
event
a unit dies
condition
dying unit is owned by player 1 equal to true
action
set DyingUnit = Dying unit
set Location = position of DyingUnit
create 1 DyingUnit at Location for Player 1 facing x degrees call RemoveLocation (udg_Location) <---- this is to clean up the "leak"
Leak is a pretty general term in World Editor... it means a lot of things, but you want to avoid those as much as possible in your coding...
No, a leak is when you lose all reference to a bit of data, such as a timer or dialog or something. Any non-static handle, really. When you have no reference to it, it floats around in game memory for no reason, slowing things down, being indestructible.
Units (aside from dummies that have no purpose staying around forever...) don't leak, for they die naturally. Trees do leak, actually. Even after death they hang around.
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