-- [ Picked text/plain from multipart/alternative ] 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: > > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >> > > > >> > > > > -- > > > > > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > -- > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

