[Gambas-user] Allocations non freed.

Fabien Bodard gambas.fr at ...626...
Thu Oct 31 08:08:30 CET 2013


tTemp=null to free the object But i'm not sure that solve all. You have
tester your class as it ?



2013/10/29 Tobias Boege <taboege at ...626...>

> On Mon, 28 Oct 2013, Kevin Fishburne wrote:
> > On 10/28/2013 03:50 PM, Tobias Boege wrote:
> > > On Mon, 28 Oct 2013, Jorge Carri?n wrote:
> > >> I have a component who inherits from gridview.
> > >> It's not a complicated thing, but when its included in a project
> allways
> > >> produced a warning in the console about allocations non freed like
> this.
> > >>
> > >> gbx3: warning: 82 allocation(s) non freed.
> > >>
> > >> I have read that it references to variables who remains allocated in
> ram
> > >> after the end of the program but I don't any clue about how prevent
> this.
> > >>
> > >> I've coded something like this in al close event of all parts of the
> > >> component
> > >>
> > >> variableObjecA=null
> > >> variableNumericB=0
> > >> variableStringC=""
> > >>
> > >> But the warning still remains.
> > >>
> > >> Someone knows a way to prevent or debug this?
> > >>
> > >> Thanks in advance.
> > >>
> > > I don't really know a good way to debug it. A solution might be to
> send your
> > > project to this list so we could have a look.
> > >
> > > BTW, 82 is an impressive number! I never came above 10. :-)
> > >
> > > Regards,
> > > Tobi
> >
> > Mine have gotten in the 800's, possibly higher, so I'd like to know
> > what's up with that as well. In my case I think it may have something to
> > do with arrays of structures where one of the structure properties is an
> > array of OpenGL textures. Here are some snippets:
> >
>
> Doesn't sound harmful what you describe. However, if you have any circular
> references in this hierarchy (strictly speaking, if you have, it is not a
> hierarchie anymore but let's be sloppy on this), Gambas will get problems
> automatically freeing your objects. But IIRC, in this case, Gambas will
> detect that you have produced circular references and tell you so.
>
> Also, it can be that whatever component deals with OpenGL textures (maybe
> gb.opengl?) is buggy. Maybe it doesn't release all memory it allocated...?
>
> > Public Struct Render_Texture
> >    Loaded As Boolean
> >    FileName As String
> >    ID As Integer[]
> >    SubID As Short
> >    Width As Short
> >    Height As Short
> >    Frames As Short
> >    LastUsed As Single
> > End Struct
> >
> > Public tiPWO[32768] As Struct Render_Texture
> >
> > Public Sub Textures_PWO_Load()
> >
> >    ' Load all PWO images into OpenGL textures.
> >
> >    ' General declarations.
> >    Dim Counter1 As Short ' General Counter.
> >    Dim Counter2 As Short ' General Counter.
> >
> >    ' Load PWO textures.
> >    For Counter1 = 0 To 32766
> >      ' If PWO image files exist then load them into OpenGL textures.
> >      If Exist(BasePath & "/image/pwo/" & Counter1 & "_0.png") Then
> >        tiPWO[Counter1].ID = Gl.GenTextures(16)
> >        For Counter2 = 0 To 15
> >          tTemp = Image.Load(BasePath & "/image/pwo/" & Counter1 & "_" &
> > Counter2 & ".png")
> >          tiPWO[Counter1].Loaded = True
> >          tiPWO[Counter1].Height = tTemp.Height
> >          tiPWO[Counter1].Width = tTemp.Width
> >          Gl.BindTexture(Gl.TEXTURE_2D, tiPWO[Counter1].ID[Counter2])
> >          Gl.TexImage2D(tTemp)
> >          Glu.Build2DMipmaps(tTemp)
> >          Settings_MipMap(True)
> >          Settings_Wrap(False)
> >        Next
> >      Endif
> >    Next
> >
> >    ' Clear temporary image.
> >    tTemp.Clear
> >
> > End
> >
>
> Doesn't look wrong in my eyes. But the OpenGL stuff is a black box to me.
>
> Regards,
> Tobi
>
> --
> "There's an old saying: Don't change anything... ever!" -- Mr. Monk
>
>
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-- 
Fabien Bodard



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