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What happens if you don't properly release the memory? Will the Memory Man
come to your house and beat you to death?

If the app is running under Windows and windows knows how much memory is
being allocated, then couldn't we just rely on windows to take care of the
memory deallocation process?  Or perhaps, we don't trust Windows....


----- Original Message -----
From: "Jed" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, January 11, 2008 10:58 AM
Subject: Re: [hlcoders] CUtlVector<*>... Memory management?


> 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:
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>>
>>
>
> _______________________________________________
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> please visit:
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>

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