Reply to deleting pfGroup

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Mario Veraart (rioj7++at++fel.tno.nl)
Tue, 10 Oct 95 12:18:15 +0100


> Question:
>
> I'm tracking down memory leaks and I've run across this:
>
> pf = (pfNode *)pfNewGroup();
>
> pfAddChild( scene, pf );
>
> If I just call pfDelete( pf ) without removing the group
> from the scene I get about 200 bytes leaked. When I remove
> it first it's air tight.
>
> In either case it works fine, just memory leaking. Is this
> my fault?

I think all pfObject's are linked in a separate list.
On our application we had an error that took a lot of time to solve.
One of the pfNode pointers was pointing to a piece of memory that
started with the following hex characters

  0xDE 0xAD 0xBE 0xEF

it was a node that wasn't connected to anything anymore because of
a small program error. Probably performer checked the
shadow administration and determined it couldn't find it in the
perpormer tree structure and put DEAD BEEF at the pointer.
Can somebody of the performer team give some info about this phenomenon?

Mario


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