The primary reason the destructor exists is to free the shared memory
segment that VirtualGL uses for its GUI interface.  Shared memory
doesn't get freed automatically.


On 8/9/16 1:09 PM, Nathan Kidd wrote:
> On 09/08/16 12:13 AM, DRC wrote:
>> A proper fix for this, resulting from today's remote debugging session,
>> has been pushed to master.  Please see
>>
>> https://github.com/VirtualGL/virtualgl/commit/a143bf303940b46bf8b9a993907ac352709871b8
>>
>> for my analysis and a roll-up of past MainWin and/or ANSYS issues that
>> are directly related to this or have similar causality.  Let me know if
>> there are further problems.
> 
> Thanks.
> 
> Re: "This issue may have also affected other
> +applications that use MainWin."
> 
> I know for a fact ANSYS Maxwell was also affected, and expect others.
> I'll ask QA when they test this instead of the patches I've been carrying.
> 
> I've been pondering what benefit we actually get from the VGL
> destructors.  Once the process exits all memory will be freed.  Once any
> X sockets disconnect the X server will free any associated resources.
> We wouldn't need any isDead resource guards if we didn't kill anything
> and let the OS/X server handle it.   Can you think of a down side?
> 
> -Nathan

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