Newer versions of windows do, im sure that Windows 9x had memory issues
where it was ESSENTIAL you free'd memory you allocated. However, now
windows manages each apps memory (Virtual Memory Addressing), and it
will free any memory you allocated but didn't delete.
The reason you should still use delete is that your program will start
to become slow/sluggish, etc. Performance reasons.
Jed 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:
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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:
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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?
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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:
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you have to delete what you add. purging just removes the elements.
On Jan 11, 2008 11:35 AM, Jamie Femia <[EMAIL PROTECTED]> wrote:
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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
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