Re: Reply to deleting pfGroup

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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.


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