GC for noobs
Szymon Gatner
noemail at gmail.com
Thu Feb 27 05:00:26 PST 2014
On Thursday, 27 February 2014 at 12:32:36 UTC, Namespace wrote:
> On Thursday, 27 February 2014 at 12:25:49 UTC, Szymon Gatner
> wrote:
>> On Thursday, 27 February 2014 at 11:13:17 UTC, bearophile
>> wrote:
>>> Szymon Gatner:
>>>
>>>>I just want them to do their cleanup first as they should.
>>>
>>> Why? Perhaps if you explain what's behind your needs better,
>>> people can help better.
>>>
>>> Bye,
>>> bearophile
>>
>> In my specific example I am creating OpenGL Renderer. Renderer
>> class instance holds GLContext instance. After context
>> creation GL objects are created like textures and vertex
>> buffers. Those are Texture and VertexBuffer class instances
>> too. It is critical that those child resources are freed
>> before GL context is destroyed. Thing is, even tho Renderer
>> keeps list of Textures , VertexBuffers and Context object,
>> order of their destruction is completely undefined making
>> Context d-tor called first and then child resources d-tors
>> which ends in catastrophe.
>>
>> In C++ (which has a LOT of problems) this is a no-brainer.
>> Order of d-tors is fully defined. Sub-objects are destroyed
>> before parent d-tor is called so only thing to worry about is
>> the order of definition of members.
>>
>> This is just an example but I would think that it is something
>> rather important to have... What about child objects
>> un-registering themselves in d-tors from a list that parent
>> object holds and parent is destroyed first? What about
>> asynchronous completion handler object that should notify some
>> other object that it finished/not finished a job but a notifee
>> is already destroyed because application is being shut-down? I
>> honestly can't imagine how to reason about object graph
>> lifetimes in GC world and I am sure I am missing something
>> very basic. Probably a very different mindset.
>
> I had the same problem in Dgame. Therefore I use shared
> pointers
> (https://github.com/Dgame/Dgame/blob/master/Graphics/Surface.d#L90)
> or if I have to use classes, I use this:
>
> https://github.com/Dgame/Dgame/blob/master/Window/Window.d#L44
> https://github.com/Dgame/Dgame/blob/master/Window/Window.d#L177
>
> I put the instances in a module global array and the module
> dtor finalize the data.
Module d-tor() looks like a pretty good solution, thanks.
shared_ptr tho... I was really hoping that I am moving away from
it to a better place...
Still, this feels like working around a language issue, if c-tor
order is defined why d-tor isn't? I am ok with non-deterministic
time of execution of d-tors/finalizers but not-having
parent-child d-tor order defined? That is weird.
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