That is my main gripe with Python. Because it has its own garbage collection scheme it's hard, if not impossible to do any real memory management. This isn't really a problem on desktops that are often running with 1-2gb of ram but it can be a hurdle when programming for handheld systems packing a whopping 64-128mb of memory (some of which is being monopolized by the OS).
The common practice with image based sprites in pygame is to load the image into memory the first time the sprite is needed and then use that image every time the sprite is used afterwards to cut down on disk reads. On desktops this works great, but if you have a lot of different sprites and are programming for devices with smaller memory, this can lead to some problems. Programmers may need to be a bit more creative to get some of this stuff working well on smaller devices or maybe I just fail at python/pygame programming. XD
The common practice with image based sprites in pygame is to load the image into memory the first time the sprite is needed and then use that image every time the sprite is used afterwards to cut down on disk reads. On desktops this works great, but if you have a lot of different sprites and are programming for devices with smaller memory, this can lead to some problems. Programmers may need to be a bit more creative to get some of this stuff working well on smaller devices or maybe I just fail at python/pygame programming. XD