I guess this is about clarification on something Ryoko wrote, so in that sense its okay, but I will add a bit extra to it just to stop it being so vague.
If you create a "pick every unit..." unit group trigger action and don't assign the unit group into a variable, you will instantly create a memory leak in the game. If that line of JASS code is put before the unit group is declared, then the unit group will get automatically removed from memory after use, thus avoiding the leak.
Example:
Pick every unit in (units owned by player 1) and do....
on its own will cause a leak.
bj_wantDestroyGroup=true
Pick every unit in (units owned by player 1) and do....
stops the leak.
set unitGroupVariable = (all units owned by player 1)
Pick every unit in (unitGroupVariable) and do....
also stops leaks.
This unit group thing is one of the major causes of game slowdowns, which is why we have to take actions like this.
More information on memory leaks is available here:
http://momm.seiken.co.uk/forum/index.php?showtopic=468&hl=memory+leak
Also you should open the Blizzard Tower Defense map to see examples of where Blizzard have used this piece of JASS code.