autorelease和release的区别
release是立即释放引用计数,如果到达0,对象被销毁。
autorelease是延迟释放,是为了更好管理内存产生的。
关于Ref
一个Ref对象new之后,引用计数为1,retain()执行+1,release()执行-1;
autorelease()只是将其放入了当前缓存池中及AutoReleasePool中。
class CC_DLL Ref
{
public:
void retain();
void release();
Ref* autorelease();
unsigned int getReferenceCount() const;
protected:
Ref();
public:
virtual ~Ref();
protected:
unsigned int _referenceCount;
friend class AutoreleasePool; //友元可以访问与其有friend关系的类中的私有成员
};
Ref::Ref(): _referenceCount(1){}
void Ref::retain(){++_referenceCount;}
void Ref::release() //引用计数较少 如果引用计数==0 则delete this
{
--_referenceCount;
if (_referenceCount == 0)
{//如果一个对象在对象管理池中 但是引用计数为0 则此对象存在问题
\#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
auto poolManager = PoolManager::getInstance();
if (!poolManager->getCurrentPool()->isClearing() && poolManager->isObjectInPools(this))
{
CCASSERT(false, "The reference shouldn't be 0 because it is still in autorelease pool.");
}
\#endif
delete this;
}
}
Ref* Ref::autorelease() //将对象放入当前管理池的最后
{
PoolManager::getInstance()->getCurrentPool()->addObject(this);
return this;
}
关于AutoReleasePool
AutoreleasePool管理一个 std::vector<Ref*>列表,添加时只是放入vector 引用计数不发生变化,
clear()遍历vector调用release()
class CC_DLL AutoreleasePool
{
public:
AutoreleasePool(); //分配大小 入栈 _managedObjectArray.reserve(150); PoolManager::getInstance()->push(this);
AutoreleasePool(const std::string &name);
~AutoreleasePool(); //清理 出栈 clear(); PoolManager::getInstance()->pop();
void addObject(Ref *object);
void clear();
bool isClearing() const { return _isClearing; };
bool contains(Ref* object) const;
void dump();
private:
std::vector<Ref*> _managedObjectArray;
std::string _name;
bool _isClearing;
};
关于PoolManager
保存一个std::vector<AutoreleasePool*>以堆栈的形式进行管理。
class CC_DLL PoolManager
{
public:
static PoolManager* getInstance(); //添加一个初始的AutoreleasePool new AutoreleasePool("cocos2d autorelease pool");
static void destroyInstance();
AutoreleasePool *getCurrentPool() const;
bool isObjectInPools(Ref* obj) const;
friend class AutoreleasePool;
private:
PoolManager();
~PoolManager();
void push(AutoreleasePool *pool);
void pop(); //弹出时访问栈顶的AutoreleasePool
static PoolManager* s_singleInstance;
std::vector<AutoreleasePool*> _releasePoolStack;
};
如何清理
在每一帧绘制完成之后会执行清理工作。
mainLoop()
{
drawScene();
// release the objects
PoolManager::getInstance()->getCurrentPool()->clear();
}