Re: Reply to deleting pfGroup
John Rohlf (jrohlf++at++tubes)
Tue, 10 Oct 95 9:43:33 PDT
>
> > 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
>
>
Each pfNode has a unique id. This id is set to 0xdeadbeef
when the node's memory is freed so we can make some effort to catch
references to deleted nodes.
This archive was generated by hypermail 2.0b2
on Mon Aug 10 1998 - 17:51:57 PDT