-- [ Picked text/plain from multipart/alternative ] Thanks for the input everyone, very helpful :)
On 1/11/08, Ronny Schedel <[EMAIL PROTECTED]> wrote: > > Why you don't look at the code itself? In "Remove" you can see the element > will be destroyed by the Destruct function. The Destruct function calls > the > Destructor of the element. > > Best regards > > Ronny Schedel > > > > -- > > [ 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 > > > > > _______________________________________________ > 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

