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I haven't tried this with HL2, so I don't know how it would play with the
HL2 memory manager, but for memory leak detection, this is the best thing
since sliced bread for C++

http://www.codeproject.com/KB/applications/visualleakdetector.aspx

J

On Jan 11, 2008 10:58 AM, Jed <[EMAIL PROTECTED]> wrote:

> Well its C++ so I always thought it was a case that you *have* to
> properly release any memory you allocate. I usually stick a debug
> header at the top of all my code files so if theres any memory leaks
> it'll tell me where they are when the program exits.
>
> - Jed
>
> On 11/01/2008, Jamie Femia <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > That's what I'd like to know.. I'm not totally convinced that it's safe
> to
> > just leave stuff in the memory.. perhaps a member of Valve staff can
> > confirm?
> >
> > On Jan 11, 2008 6:28 PM, Minh <[EMAIL PROTECTED]> wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > hmm.. I've gotten way with just calling
> > > RemoveAll()  on my CUTLVectors.
> > > Then when I add new elements, I believe it just overtakes the existing
> > > memory addresses of these previous elements that were in the vector.
> Mind
> > > you, my utlvectors typically never grow to be more than 20 elements.
> > >
> > > When Half-Life2 shuts down, does all of the memory allocations that
> were
> > > created during the game get deallocated automatically, so other
> programs
> > > can
> > > use them?
> > >
> > >
> > > ----- Original Message -----
> > > From: "Jamie Femia" <[EMAIL PROTECTED]>
> > > To: <[email protected]>
> > > Sent: Friday, January 11, 2008 9:55 AM
> > > Subject: Re: [hlcoders] CUtlVector<*>... Memory management?
> > >
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Then why is it that when I try and delete the elements it crashes
> the
> > > > game?
> > > > lol...
> > > >
> > > > On Jan 11, 2008 5:37 PM, Tony omega Sergi <[EMAIL PROTECTED]>
> wrote:
> > > >
> > > >> --
> > > >> [ Picked text/plain from multipart/alternative ]
> > > >> you have to delete what you add. purging just removes the elements.
> > > >>
> > > >> On Jan 11, 2008 11:35 AM, Jamie Femia <[EMAIL PROTECTED]> wrote:
> > > >>
> > > >> > --
> > > >> > [ Picked text/plain from multipart/alternative ]
> > > >> > Am I right in assuming that if you have a vector of pointers,
> that
> > > >> > point
> > > >> > to
> > > >> > things you create with "new", you have to either call delete on
> each
> > > >> > element
> > > >> > or use PurgeAndDeleteElements()? Because that's what I've been
> using
> > > up
> > > >> > until recently, where it seems that trying to delete elements
> from a
> > > >> > pointer
> > > >> > vector on destruction of whatever they are members of just causes
> the
> > > >> game
> > > >> > to crash with a memory error. Removing the calls to delete stop
> the
> > > >> crash,
> > > >> > but unless CUtlVector automatically cleans up your memory for
> you,
> > > >> > won't
> > > >> > this just create MASSIVE memory leaks?  As far as I knew,
> CUtlVector
> > > >> > didn't
> > > >> > magically look after your memory for you... was I wrong?
> > > >> >
> > > >> > J
> > > >> > --
> > > >> >
> > > >> > _______________________________________________
> > > >> > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > >> > please visit:
> > > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >> >
> > > >> >
> > > >>
> > > >>
> > > >> --
> > > >> -omega
> > > >> --
> > > >>
> > > >> _______________________________________________
> > > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > > >> please visit:
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> > > >>
> > > >>
> > > > --
> > > >
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> archives,
> > > > please visit:
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> > > >
> > >
> > > --
> > >
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> > >
> > >
> > --
> >
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> >
> >
>
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