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- Pool-owned HTTP clients stop first. - The active GL context is made current. - Scenes are destroyed before batches and resource managers. - Pending batches explicitly discard vertices and borrowed textures. - TextLayout cache clears before fonts. - Framebuffer/vertex managers and textures are released while Renderer/context remain alive. - ShaderProgramManager is destroyed before Renderer. - Windows and contexts are destroyed last. The lifecycle test uncovered and fixed another bug: StaticLRU::clear() retained non-trivial values such as cached shared_ptr<TextLayout> objects. It now releases active values in LRUCache.