Dispose MonoGame not working (Keyboard.GetState() and increased memory)

Thanks for the feedback!
Love that you can come back on a monday morning and learn new stuff directly!
The thread which call startDemo() is closed when the game end. I have verified that in VS2013 by looking on which threads that are running from the application.
I have done Content.Unload(), but dosn’t make any difference. In my eyes its the same as when the thread closes (if the GC know what to do).
Yeah I got that feeling as well. Normaly you just create a game with the “menu” inside the MonoGame/XNA but we are using it as an animiation to show an example. However, it worked just fine with the latest version of XNA since we could call for this.Dispose() before the line this.Exit(), but since we updated to MonoGame that’s no longer possible, it will crash.

I got some nice feedback here where they have verified the issue and are looking into it: