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#include <IUnknown.h>
Inheritance diagram for irr::IUnknown:

Public Member Functions | |
| bool | drop () |
| const c8 * | getDebugName () const |
| void | grab () |
| IUnknown () | |
| Constructor. | |
| virtual | ~IUnknown () |
| Destructor. | |
Protected Member Functions | |
| void | setDebugName (const c8 *newName) |
This class provides reference counting through the methods grab() and drop(). It also is able to store a debug string for every instance of an object. Most objects of the Irrlicht Engine are derived from IUnknown, and so they are reference counted.
When you create an object in the Irrlicht engine, calling a method which starts with 'create', an object is created, and you get a pointer to the new object. If you no longer need the object, you have to call drop(). This will destroy the object, if grab() was not called in another part of you program, because this part still needs the object. Note, that you only need to call drop() to the object, if you created it, and the method had a 'create' in it.
A simple example:
If you want to create a texture, you may want to call an imaginable method IDriver::createTexture. You call ITexture* texture = driver->createTexture(dimension2d<s32>(128, 128)); If you no longer need the texture, call texture->drop().
If you want to load a texture, you may want to call imaginable method IDriver::loadTexture. You do this like ITexture* texture = driver->loadTexture("example.jpg"); You will not have to drop the pointer to the loaded texture, because the name of the method does not start with 'create'. The texture is stored somewhere by the driver.
Definition at line 41 of file IUnknown.h.
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Constructor.
Definition at line 46 of file IUnknown.h. |
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Destructor.
Definition at line 52 of file IUnknown.h. |
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Drops the object. Decrements the reference counter by one. Returns true, if the object was deleted. The IUnknown class provides a basic reference counting mechanism with its methods grab() and drop(). Most objects of the Irrlicht Engine are derived from IUnknown, and so they are reference counted. When you create an object in the Irrlicht engine, calling a method which starts with 'create', an object is created, and you get a pointer to the new object. If you no longer need the object, you have to call drop(). This will destroy the object, if grab() was not called in another part of you program, because this part still needs the object. Note, that you only need to call drop() to the object, if you created it, and the method had a 'create' in it. A simple example: If you want to create a texture, you may want to call an imaginable method IDriver::createTexture. You call ITexture* texture = driver->createTexture(dimension2d<s32>(128, 128)); If you no longer need the texture, call texture->drop(). If you want to load a texture, you may want to call imaginable method IDriver::loadTexture. You do this like ITexture* texture = driver->loadTexture("example.jpg"); You will not have to drop the pointer to the loaded texture, because the name of the method does not start with 'create'. The texture is stored somewhere by the driver. Definition at line 112 of file IUnknown.h. References _IRR_DEBUG_BREAK_IF. Referenced by irr::scene::ISceneNode::setParent(), irr::scene::ISceneNode::setTriangleSelector(), and irr::scene::ISceneNode::~ISceneNode(). |
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Returns the debug name of the object. The Debugname may only be set and changed by the object itself. This method should only be used in Debug mode.
Definition at line 129 of file IUnknown.h. |
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Grabs the object. Increments the reference counter by one. Someone who calls grab() to an object, should later also call drop() to it. If an object never gets as much drop() as grab() calls, it will never be destroyed. The IUnknown class provides a basic reference counting mechanism with its methods grab() and drop(). Most objects of the Irrlicht Engine are derived from IUnknown, and so they are reference counted. When you create an object in the Irrlicht engine, calling a method which starts with 'create', an object is created, and you get a pointer to the new object. If you no longer need the object, you have to call drop(). This will destroy the object, if grab() was not called in another part of you program, because this part still needs the object. Note, that you only need to call drop() to the object, if you created it, and the method had a 'create' in it. A simple example: If you want to create a texture, you may want to call an imaginable method IDriver::createTexture. You call ITexture* texture = driver->createTexture(dimension2d<s32>(128, 128)); If you no longer need the texture, call texture->drop(). If you want to load a texture, you may want to call imaginable method IDriver::loadTexture. You do this like ITexture* texture = driver->loadTexture("example.jpg"); You will not have to drop the pointer to the loaded texture, because the name of the method does not start with 'create'. The texture is stored somewhere by the driver. Definition at line 84 of file IUnknown.h. Referenced by irr::scene::ISceneNode::addChild(), irr::scene::SAnimatedMesh::addMesh(), and irr::scene::ISceneNode::setParent(). |
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Sets the debug name of the object. The Debugname may only be set and changed by the object itself. This method should only be used in Debug mode.
Definition at line 139 of file IUnknown.h. Referenced by irr::scene::CMeshBuffer< T >::CMeshBuffer(), irr::scene::SAnimatedMesh::SAnimatedMesh(), and irr::scene::SMesh::SMesh(). |
| The Irrlicht
Engine Documentation © 2003-2007 by Nikolaus Gebhardt. Generated
on Sun Jun 17 09:38:39 2007 by Doxygen
(1.4.2) |