今天想探索一下cocos2dx的內存管理,咱們就先從CCObject開始吧數組
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的定義,能夠看出CCObject主要有兩個保護成員:m_uReference和m_uAutoReleaseCount,這個兩個成員到底有什麼用呢?讓咱們一探究竟,首先咱們來看一下CCObject的構造函數:函數
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; }
從構造函數我麼能夠看出m_uReference初始化爲1,m_uAutoReleaseCount初始化爲0,另外CCObject維護了一個靜態無符號整型變量:uObjectCount來記錄CCObject實例的總數目。而後咱們來看一下release()和retain()函數:oop
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()函數能夠看到每執行一次release(),m_uReference自減一,只有當m_uReference爲零時CCObject對象纔會被釋放;this
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()函數和release()函數功能正好相反,每調用一次retain(),m_uReference會自增一;接下來咱們再來看看autorelease()函數:spa
CCObject* CCObject::autorelease(void) { CCPoolManager::sharedPoolManager()->addObject(this); return this; } void CCPoolManager::addObject(CCObject* pObject) { getCurReleasePool()->addObject(pObject); //獲取棧頂得CCAutoreleasePool實例,並將CCObject加入到CCAutoreleasePool中 }
此處涉及到一個CCPoolManager類,該類內部有一個CCAutoreleasePool類型的棧,而CCPoolManager又是什麼呢?其實CCPoolManager就是一個CCArray一個可增加的數組,咱們來看看他得addObject(CCObject* pObject)函數:指針
void CCAutoreleasePool::addObject(CCObject* pObject) { m_pManagedObjectArray->addObject(pObject); //向CCArray中添加CCObject實例 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. }
在調試的時候咱們會發現CCObject在release()時他的m_uReference爲2,也就避免了被釋放,其實該對象實例在添加到自動釋放池(CCAutoreleasePool)的時候retain了一下;咱們來驗證一下,來看看下面的幾個函數:調試
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(); //此處果真retain了一下 arr->arr[arr->num] = object; arr->num++; }
接下來咱們來看一下cocos2dx如何銷燬那些無效的對象實例,如下是整個程序的主循環:code
void CCDisplayLinkDirector::mainLoop(void) { if (m_bPurgeDirecotorInNextLoop) { m_bPurgeDirecotorInNextLoop = false; purgeDirector(); } else if (! m_bInvalid) { drawScene(); // release the objects CCPoolManager::sharedPoolManager()->pop(); } }
由上面函數可知coco2dx在每一幀的幀尾會調用自動釋放內存池的管理者—CCPoolManager的pop()函數,咱們來看看該函數主要作了哪些工做?對象
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;*/ }
主要作的就兩點:一、清除當前的自動釋放池,二、更新當前自動釋放池指針;咱們來看看他是如何clear?blog
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(); } }
以上函數主要作的工做是:一、將內部的全部元素的自動釋放引用m_uAutoReleaseCount減一。二、清除內部的全部元素。看到這裏我很詫異:爲何要清除全部的元素呢?難道不是清除那些無效的對象實例嗎?緊接着看下面的函數看他如何removeAllObjects。
void CCArray::removeAllObjects() { ccArrayRemoveAllObjects(data); } void ccArrayRemoveAllObjects(ccArray *arr) { while( arr->num > 0 ) { (arr->arr[—arr->num])->release(); //注意此處的—arr->num } }
以上函數其實就是將數組內部的全部元素release一下,並將元素個數減爲0。到這裏整個對象建立—添加到自動釋放池—幀尾的釋放的過程就完了,我一開始非常納悶,假如我有定義了一個類以下:
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」); //建立精靈1 m_pSprite2 = CCSprite::create(「2.png」); //建立精靈2 this->addChild(m_pSprite); //只將精靈1添加到父節點 }
實際上到下一幀的時候,m_pSprite2所指向的內存已經無效,m_Sprite1仍然有效。上面的過程是如何作到的呢?只有這種狀況才能解釋:m_pSprite1和m_pSprite2在create的時候加入到了自動釋放池被監視,而m_pSprite1再加入到父節點時retain了一下,纔不會在幀尾release的時候被釋放掉。咱們來驗證一下CCNode::addChild(…)(參數就不寫了):
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(); } }
發現沒有retain,繼續看insertChild函數:
void CCNode::insertChild(CCNode* child, int z) { m_bReorderChildDirty = true; ccArrayAppendObjectWithResize(m_pChildren->data, child); child->_setZOrder(z); }
發現也沒有retain,繼續看ccArrayAppendObjectWithResize函數
void ccArrayAppendObjectWithResize(ccArray *arr, CCObject* object) { ccArrayEnsureExtraCapacity(arr, 1); ccArrayAppendObject(arr, object); }
任然沒有retain,繼續看ccArrayAppendObject函數
void ccArrayAppendObject(ccArray *arr, CCObject* object) { CCAssert(object != NULL, "Invalid parameter!"); object->retain(); arr->arr[arr->num] = object; arr->num++; }
終於發現了retain。
總結:當一個CCObject實例被建立:
一、若被autorelease(),那麼在當前幀的幀尾會被release()一次(注意僅僅一次,之後就會被移除監視),若以前加入到了父節點中那麼幀尾的release()時會避免釋放,反之則會被無情的釋放掉。若是沒有加入到父節點又想一想擁有該對象,那麼須要本身retain();
二、若沒有autorelease(),那麼這個實例就須要本身來管理。