On 19/01/16 2:47 AM, Maik Klein wrote:
I have also asked this question here
https://stackoverflow.com/questions/34838742/weak-references-or-pointers
But I try to word it differently.
I have a game with GameObjects, a system manages those GameObjects.
GameObjects can hold a pointer/reference to each other.
But at one point a GameObject dies and when it does it shouldn't be able
to be accessed by other GameObjects nor should it be kept alive in memory.
How do I express this in D?
I have also looked at core.memory.GC
auto foo = new Foo!int();
auto foo2 = foo;
GC.free(foo);
if(foo != null)
writeln(*foo);
if(foo2 != null)
writeln(*foo2);
But it seems that `GC.free` behaves like C++'s `delete` and doesn't
actually null all the pointers.
Correct, in native land you can't null all the pointers.
They are just integers after all.