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cocos2dx内存管理
阅读量:4352 次
发布时间:2019-06-07

本文共 7525 字,大约阅读时间需要 25 分钟。

今天想探索一下cocos2dx的内存管理,我们就先从CCObject开始吧

class CC_DLL CCObject : public CCCopying{public:    // object id, CCScriptSupport need public m_uID    unsigned int        m_uID;    // Lua reference id    int                 m_nLuaID;protected:    // count of references    unsigned int        m_uReference;    // count of autorelease    unsigned int        m_uAutoReleaseCount;public:    CCObject(void);    virtual ~CCObject(void);        void release(void);    void retain(void);    CCObject* autorelease(void);    CCObject* copy(void);    bool isSingleReference(void);    unsigned int retainCount(void);    virtual bool isEqual(const CCObject* pObject);    virtual void update(float dt) {CC_UNUSED_PARAM(dt);};        friend class CCAutoreleasePool;        unsigned int getAutoReleaseCount();};

以上是CCObject的定义,可以看出CCObject主要有两个保护成员:m_uReference和m_uAutoReleaseCount,这个两个成员到底有什么用呢?让我们一探究竟,首先我们来看一下CCObject的构造函数:

CCObject::CCObject(void): m_nLuaID(0), m_uReference(1) // when the object is created, the reference count of it is 1, m_uAutoReleaseCount(0){    static unsigned int uObjectCount = 0;    m_uID = ++uObjectCount;}

从构造函数我么可以看出m_uReference初始化为1,m_uAutoReleaseCount初始化为0,另外CCObject维护了一个静态无符号整型变量:uObjectCount来记录CCObject实例的总数目。然后我们来看一下release()和retain()函数:

 

void CCObject::release(void){    if (m_uReference == 0) {
//modify by yangm CCLOG("CCObject::release reference count should greater than 0"); return; } CCAssert(m_uReference > 0, "reference count should greater than 0"); --m_uReference; if (m_uReference == 0) { delete this; }}

由release()函数可以看到每执行一次release(),m_uReference自减一,只有当m_uReference为零时CCObject对象才会被释放;

void CCObject::retain(void){    if (m_uReference == 0) {
//modify by yangm CCLOG("CCObject::retain reference count should greater than 0,m_uReference=%d",m_uReference); return; } CCAssert(m_uReference > 0, "reference count should greater than 0"); ++m_uReference;}

retain()函数和release()函数功能正好相反,每调用一次retain(),m_uReference会自增一;接下来我们再来看看autorelease()函数:

CCObject* CCObject::autorelease(void){    CCPoolManager::sharedPoolManager()->addObject(this);    return this;}void CCPoolManager::addObject(CCObject* pObject){    getCurReleasePool()->addObject(pObject);  //获取栈顶得CCAutoreleasePool实例,并将CCObject加入到CCAutoreleasePool中}

此处涉及到一个CCPoolManager类,该类内部有一个CCAutoreleasePool类型的栈,而CCPoolManager又是什么呢?其实CCPoolManager就是一个CCArray一个可增长的数组,我们来看看他得addObject(CCObject* pObject)函数:

 

void CCAutoreleasePool::addObject(CCObject* pObject){    m_pManagedObjectArray->addObject(pObject);  //向CCArray中添加CCObject实例    CCAssert(pObject->m_uReference > 1, "reference count should be greater than 1");    ++(pObject->m_uAutoReleaseCount);   //CCObject的m_uAutoReleaseCount自增一    pObject->release(); // no ref count, in this case autorelease pool added.  }

在调试的时候我们会发现CCObject在release()时他的m_uReference为2,也就避免了被释放,其实该对象实例在添加到自动释放池(CCAutoreleasePool)的时候retain了一下;我们来验证一下,来看看下面的几个函数:

void CCArray::addObject(CCObject* object){    ccArrayAppendObjectWithResize(data, object);}/** Appends an object. Capacity of arr is increased if needed. */void ccArrayAppendObjectWithResize(ccArray *arr, CCObject* object){    ccArrayEnsureExtraCapacity(arr, 1);    ccArrayAppendObject(arr, object);}/** Appends an object. Behavior undefined if array doesn't have enough capacity. */void ccArrayAppendObject(ccArray *arr, CCObject* object){    CCAssert(object != NULL, "Invalid parameter!");    object->retain();                           //此处果然retain了一下    arr->arr[arr->num] = object;    arr->num++;}

接下来我们来看一下cocos2dx如何销毁那些无效的对象实例,以下是整个程序的主循环:

 

void CCDisplayLinkDirector::mainLoop(void){    if (m_bPurgeDirecotorInNextLoop)    {        m_bPurgeDirecotorInNextLoop = false;        purgeDirector();    }    else if (! m_bInvalid)     {         drawScene();              // release the objects         CCPoolManager::sharedPoolManager()->pop();             }}

由上面函数可知coco2dx在每一帧的帧尾会调用自动释放内存池的管理者—CCPoolManager的pop()函数,我们来看看该函数主要做了哪些工作?

 

void CCPoolManager::pop(){    if (! m_pCurReleasePool)    {        return;    }     int nCount = m_pReleasePoolStack->count();    m_pCurReleasePool->clear();       if(nCount > 1)      {        m_pReleasePoolStack->removeObjectAtIndex(nCount-1);//         if(nCount > 1)//         {//             m_pCurReleasePool = m_pReleasePoolStack->objectAtIndex(nCount - 2);//             return;//         }        m_pCurReleasePool = (CCAutoreleasePool*)m_pReleasePoolStack->objectAtIndex(nCount - 2);    }    /*m_pCurReleasePool = NULL;*/}

主要做的就两点:1、清除当前的自动释放池,2、更新当前自动释放池指针;我们来看看他是如何clear?

 

void CCAutoreleasePool::clear(){    if(m_pManagedObjectArray->count() > 0)    {        //CCAutoreleasePool* pReleasePool;#ifdef _DEBUG        int nIndex = m_pManagedObjectArray->count() - 1;#endif        CCObject* pObj = NULL;        CCARRAY_FOREACH_REVERSE(m_pManagedObjectArray, pObj)        {            if(!pObj)                break;            --(pObj->m_uAutoReleaseCount);                        if( (int)(pObj->m_uAutoReleaseCount)<0 ){                pObj->m_uAutoReleaseCount = 0;            }            //(*it)->release();            //delete (*it);#ifdef _DEBUG            nIndex--;#endif        }        m_pManagedObjectArray->removeAllObjects();    }}

以上函数主要做的工作是:1、将内部的所有元素的自动释放引用m_uAutoReleaseCount减一。2、清除内部的所有元素。看到这里我很诧异:为什么要清除所有的元素呢?难道不是清除那些无效的对象实例吗?紧接着看下面的函数看他如何removeAllObjects。

 

void CCArray::removeAllObjects(){    ccArrayRemoveAllObjects(data);}void ccArrayRemoveAllObjects(ccArray *arr){    while( arr->num > 0 )    {        (arr->arr[—arr->num])->release();  //注意此处的—arr->num    }}

以上函数其实就是将数组内部的所有元素release一下,并将元素个数减为0。到这里整个对象创建—添加到自动释放池—帧尾的释放的过程就完了,我一开始很是纳闷,假如我有定义了一个类如下:

class A  : public CCNode{private:    CCSprite* m_pSprite1;    CCSprite* m_pSprite2;public:    CREATE_FUNC(A);    virtual bool init();};bool A::init(){    m_pSprite1 = CCSprite::create(“1.png”);   //创建精灵1    m_pSprite2 = CCSprite::create(“2.png”);  //创建精灵2    this->addChild(m_pSprite);  //只将精灵1添加到父节点}

实际上到下一帧的时候,m_pSprite2所指向的内存已经无效,m_Sprite1仍然有效。上面的过程是如何做到的呢?只有这种情况才能解释:m_pSprite1和m_pSprite2在create的时候加入到了自动释放池被监视,而m_pSprite1再加入到父节点时retain了一下,才不会在帧尾release的时候被释放掉。我们来验证一下CCNode::addChild(…)(参数就不写了):

 

void CCNode::addChild(CCNode *child, int zOrder, int tag){        CCAssert( child != NULL, "Argument must be non-nil");    CCAssert( child->m_pParent == NULL, "child already added. It can't be added again");    if( ! m_pChildren )    {        this->childrenAlloc();    }    this->insertChild(child, zOrder);    child->m_nTag = tag;    child->setParent(this);    child->setOrderOfArrival(s_globalOrderOfArrival++);    if( m_bRunning )    {        child->onEnter();        child->onEnterTransitionDidFinish();    }}

发现没有retain,继续看insertChild函数:

void CCNode::insertChild(CCNode* child, int z){    m_bReorderChildDirty = true;    ccArrayAppendObjectWithResize(m_pChildren->data, child);    child->_setZOrder(z);}

发现也没有retain,继续看ccArrayAppendObjectWithResize函数

 

void ccArrayAppendObjectWithResize(ccArray *arr, CCObject* object){    ccArrayEnsureExtraCapacity(arr, 1);    ccArrayAppendObject(arr, object);}

任然没有retain,继续看ccArrayAppendObject函数

 

void ccArrayAppendObject(ccArray *arr, CCObject* object){    CCAssert(object != NULL, "Invalid parameter!");    object->retain();    arr->arr[arr->num] = object;    arr->num++;}

终于发现了retain。

总结:当一个CCObject实例被创建:

1、若被autorelease(),那么在当前帧的帧尾会被release()一次(注意仅仅一次,以后就会被移除监视),若之前加入到了父节点中那么帧尾的release()时会避免释放,反之则会被无情的释放掉。如果没有加入到父节点又想想拥有该对象,那么需要自己retain();

2、若没有autorelease(),那么这个实例就需要自己来管理。

 

转载于:https://www.cnblogs.com/yu-chao/p/3697459.html

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