cocos2dx引用计数和autorelease

cocos2dx实现引用计数


GameObject.h

#ifndef __GameObject_H__
#define __GameObject_H__

class GameObject
{
public:
	GameObject();
	~GameObject();

	int _iCount;

	void myFree();
	
};


#endif



GameObject.cpp

#include "GameObject.h"
#include "cocos2d.h"

USING_NS_CC;
GameObject::GameObject()
{
	_iCount = 1;
}



GameObject::~GameObject()
{

}

void GameObject::myFree()
{
	--_iCount;
	if (_iCount<=0)
	{
		delete this;
	}

	
	log("====shuchu _iCount = %d",_iCount);
}

下面是c++和c语言的申请内存和释放内存的用法示例

cocos2dx实现引用计数


//C++:如果调用delete就一定会去调用析构函数
//如果调用new就一定会去调用构造函数
	GameObject* gameObject = new GameObject();
	gameObject->_iCount = 1;
	delete gameObject; //调用delete就会马上去执行析构函数

	GameObject* gameObject2 = new GameObject[5];
	delete[] gameObject2;
	//new/delete
	//new[]/delete[]


//内存出错
	GameObject* gameObject = new GameObject();
	GameObject* gameObject2 = gameObject;  //引用同一块内存地址
	gameObject->_iCount = 6;
	delete gameObject;

	gameObject2->_iCount = 0;	

//C:malloc和free不执行构造函数和析构函数
	GameObject* gameObject = (GameObject*)malloc(sizeof(GameObject));
	gameObject->_iCount = 0;
	free(gameObject);


//这是实现引用计数
	GameObject* gameObject = new GameObject();
	GameObject* gameObject2 = gameObject;
	gameObject->_iCount+=1;
	gameObject->myFree();
	gameObject->_iCount = 6;

	gameObject2->_iCount = 5;
	gameObject2->myFree();


//autorelease是在析构的时候把所有的指针都赋为null,这样就不会
//导致内存泄露




  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值