Hello,

then what you are saying is that in general instead of
a vector<SomePtr> I should better use a
vector<RefPtr<SomePtr> > , correct?

Björn

 --- Dirk Reiners <[EMAIL PROTECTED]> schrieb: 
> 
>       Hi Enrico,
> 
> On Tue, 2005-02-15 at 06:31, Enrico Borrione wrote:
> > Thanks Andreas,
> > the addRefCP did the trick.
> > Just to clarify a bit my mind: i added the whole
> bunch
> > of ChunkMaterials and readied 'em for the use in
> > the init of the application.I noticed also a
> > subRefCP function, which is used, i assume, to
> > tell opensg that some chunks are no longer on 
> > any use in the application. Should i subRefCP 
> > my materials before the end of the program?
> > I wouldn't like to keep zombies in my memory.
> 
> you can avoid thesae kinds of problems by using
> RefPtr<>s to store
> pointers to FieldContainers in your data structures.
> 
> I assume you have a set of MaterialPtr variables in
> your GUI containe
> and you assign these to the objects you want to
> manipulate. If you use
> RefPtr<MaterialPtr> instead it automatically calls
> addRefCP when you
> assign it a new variable, and subRefCP when it's
> changed to another one
> or when it's destroyed (which also takes care of
> zombies). You need to
> #include <RefPtr.h>, but the usage should be the
> same.
> 
> > thanks and sorry for the lameness :)
> 
> Refcounting is something many people struggle with,
> no lameness
> involved.
> 
> Hope it helps
> 
>       Dirk
> 
> 
> 
> 
> 
>
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