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  • cocos2dx内存管理

    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。

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  • 原文地址:https://www.cnblogs.com/yu-chao/p/3697459.html
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