Re: [osg-users] memory leak in osg 2.8.2 ?

2009-10-19 Thread Sebastien Nerig
Hi Chris,
thx for your answer and your trick ! :)
but it is the same for me...


 struct TheEnd 
 { 
~TheEnd()
{
   _CrtDumpMemoryLeaks();
} 
 }; 
 
 TheEnd theEnd; 
 
 int _tmain(int argc, _TCHAR* argv[])
 {
osg::ref_ptr osg::Group gr;
return 0;
 }



 Detected memory leaks!
 Dumping objects -
 {792} normal block at 0x00B17320, 128 bytes long.
  Data:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
 {791} normal block at 0x00B172D8, 12 bytes long.
  Data:  r   r   D8 72 B1 00 D8 72 B1 00 CD CD CD CD 


stange ?
Sebastien

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18379#18379





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] memory leak in osg 2.8.2 ?

2009-10-19 Thread Chris Denham
Hi Sebastien,

Hmmm, just looking my code again and realized I didn't actually perform the 
check directly. I delay the leak check until nearer termination using 
_CrtSetDbgFlag. e.g.:


Code:
~TheEnd() { _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF); }



Seems to work ok for me in VS2005. 

Cheers,
Chris

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18380#18380





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] memory leak in osg 2.8.2 ?

2009-10-16 Thread Sebastien Nerig
Hi Bryan,

ok thx for your answer (even if I do not understand the 1st part of your 
message?)
I did some research on the forum before posting, but maybe it wasn't enought.

Thank you!

Cheers,
Sebastien

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18319#18319





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] memory leak in osg 2.8.2 ?

2009-10-16 Thread Chris Denham
The trick, if I can call it that, is to perform the leak check in the 
destructor of the last destroyed object. Works for me!
You just need to make sure your global heap check object is created before OSG 
gets to make its evil singletons ;-) . e.g.


Code:

struct TheEnd 
{ 
~TheEnd() { CheckForLeaks(); }
};

TheEnd theEnd;

int main(int argc, char* argv[])
{ 
osgViewer::Viewer viewer;

viewer.run();
return 0;
}




Cheers,
Chris

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18328#18328





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org