【麦可网】Cocos2d-X跨平台游戏开发---学习笔记
第十二课:Cocos2D-X内存管理1-3
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课程目标:
- Cocos2D-X内存管理机制
课程重点:
- C\C++内存管理机制
- 引用计数内存管理机制
- 自动释放机制
考核目标
- 理解引用计数内存管理机制
- 合理运用自动释放机制
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一、C\C++内存管理机制
new/delete(会执行构造和析构函数)
GameObject *gameObject = new GameObject();
gameObject->iCount = 0;
Delete gameObject;
GameObject *gameObject2 = new GameObject[5];
delete[] gameObject2;
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malloc/free(不会执行构造函数和析构函数)
GameObject *gameObject = (GameObject *)malloc(sizeof(GameObject));
gameObject->iCount = 0;
free(gameObject);
二、引用计数内存管理机制
引用计数内存管理机制是为了解决以下情况的问题:
GameObject *gameObjet = new GameObject;
GameObject *gameObject2 = gameObject;
gameObject->iFlag = 1;
delete gameObject;
gameObject2->iFlag = 0; //由于上一步中释放了内存,此步会报错误。
解决办法:
GameObject *gameObjet = new GameObject;
GameObject *gameObject2 = gameObject;
gameObject->iCount += 1;
gameObject->iFlag = 1;
gameObject->myFree();
gameObject2->iFlag = 0;
gameObject2->myFree();
其中:
GameObject::GameObject()
{
iCount = 1;
}
GameObject::~GameObject()
{
}
void GameObject::myFree()
{
--iCount;
if(iCount <= 0)
{
delete this;
}
}
三、Cocos2D-X里的引用计数机制
sprite->retain(); //引用计数加1
sprite->release(); //引用计数减1,判断是否释放资源
sprite->retaincount(); <span style="white-space:pre"> </span>//返回引用计数的值
set\get;
CCObject::CCObject(void) //节点里的构造函数将引用计数设置为1
{
static unsigned int uObjectCount = 0;
m_uID = ++uObjectCount;
m_nLuaID = 0;
// 当对象创建时,引用计数设置为1
m_uReference = 1;
m_bManaged = false;
}
例:
CCSprite *sprite = new CCSprite(); //引用计数=1
sprite->initWithFile(“HelloWorld.png”);
CCSprite *sprite2 = sprite;
sprite->retain(); <span style="white-space:pre"> </span>//引用计数=2
sprite->release(); <span style="white-space:pre"> </span> //引用计数=1
sprite2->release();
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例:
CCSprite *sprite = new CCSprite(); //引用计数=1
sprite->initWithFile(“HelloWorld.png”);
this->addChild(sprite); //引用计数=2
this->removeChild(sprite,true); //引用计数=1
sprite->release; //引用计数=?(被释放完了)
四、节点树里的引用计数
virtual void addChild(CCNode *child);
virtual void addChild(CCNode *child, int zNode);
virtual void addChild(CCNode *child, int zOrder, int tag);
virtual void removeChild(CCNode *child, bool cleanup);
void removechildByTag(int tag, bool cleanup);
virtual void removeAllChildrenWithCleanup(bool cleanup);
添加的时候,引用计数会加1;
移除的时候,引用计数会减1。
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总结:
引用技术内存管理机制,在保持new后紧跟delete的风格的同时,解决了资源正确释放。
开心一刻:
清明节快到了,某人去买祭品,看到居然有纸糊的苹果手机,有些不以为然:啊哈,烧苹果手机,老祖宗会用吗? 店老板白了他一眼说:乔布斯都亲自下去教了,你还操那心?张三觉得有道理,便也买了一个。 老板提醒:买个充电器吧!小心回来问你要,回来要是小事,叫你送过去就麻烦了!
【麦可网】Cocos2d-X跨平台游戏开发---下载地址:http://pan.baidu.com/s/1kTio1Av
【麦可网】Cocos2d-X跨平台游戏开发---笔记系列:http://blog.csdn.net/qiulanzhu