On 12/28/05, Peter Amstutz <[EMAIL PROTECTED]> wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> On Wed, 28 Dec 2005, Jorrit Tyberghein wrote:
>
> > The idea is that the block allocator should be empty at the time it is
> > destructed. When this problem manifests itself it means there is a
> > leak elsewhere in the engine (for example if the objects in that
> > kdtree are leaking).
> >
> > So the proper fix for this problem is to fix the leak.
>
> In an ideal world, yes, the application would go through and carefully
> clean everything up before exiting.  On the other hand one could argue
> that this is redundant work, since the operating system is going to
> reclaim those resources no matter what just as soon as the program
> terminates (and do so more efficiently since it doesn't care about what
> data was there).

It is important to get things right like this because many projects
load and unload worlds all the time. You don't want to wait until the
OS reclaims those resources. You want to reclaim them earlier when you
are loading in new resources.

Greetings,

--
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649


-------------------------------------------------------
This SF.net email is sponsored by: Splunk Inc. Do you grep through log files
for problems?  Stop!  Download the new AJAX search engine that makes
searching your log files as easy as surfing the  web.  DOWNLOAD SPLUNK!
http://ads.osdn.com/?ad_idv37&alloc_id865&op=click
_______________________________________________
Crystal-main mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/crystal-main
Unsubscribe: mailto:[EMAIL PROTECTED]

Reply via email to