On Wednesday, 7 October 2015 at 07:35:05 UTC, ponce wrote:
On Wednesday, 7 October 2015 at 07:24:03 UTC, Paulo Pinto wrote:
That no, but this yes (at least in C#):
using (LevelManager mgr = new LevelManager())
{
//....
// Somewhere in the call stack
Texture text = mgr.getTexture();
}
--> All level resources gone that require manual management
gone
--> Ask the GC to collect the remaining memory right now
If not level wide, than maybe scene/section wide.
However I do get that not all architectures are amendable to
be re-written in a GC friendly way.
But the approach is similar to RAII in C++, reduce new to
minimum and allocate via factory functions that work together
with handle manager classes.
--
Paulo
This is similar to Scoped!T in D. But this is not composable
either.
You cannot have a "using()" field in a class object, much like
you cannot have a Scoped!T field in D. In C#, you still have to
implement IDispose interface AFAIK.
If you reduce everything to just using(), yes you are right.
However, with a bit of functional programming flavor you don't
really need to implement IDispose.
Just have a wrapper function own the resource.
withLevelManager (mgr => {
//..
Texture text = mgr.getTexture();
});
And when one is able to use languages that offer syntax sugar for
closures as last parameter, it can be improved to
withLevelManager {
//..
Texture text = it.getTexture();
};
No need to implement any interface, just like a RAII handler
implementation in C++.
Of course, this assumes all resources that were allocated via the
level manager are going to die after the scope ends. If any
reference to any of them is kept somewhere else, then something
bad will happen when it gets eventually used again.
Unless I am missing something, at least in the GC languages I am
used to, there isn't a problem with the member fields as long all
resources that require deterministic release follow a similar
pattern. Like with the _ptr<>() classes in C++, new should only
exist in the deepest layers for such classes.
I guess a problem with D is the bugs that interactions between
classes and structs still have.
--
Paulo