TGEA 1.8 Memory Manager
by Brandon Russell · in Torque Game Engine Advanced · 01/21/2009 (8:49 am) · 4 replies
Hey everyone,
I tried looking throughout the site and forums but I don't see any comments or documentation on this subject.
But has the Memory Manager been removed from TGEA 1.8?
And if so, is there some other form of memory tracking in use for 1.8 now?
Thanks,
-Brandon
I tried looking throughout the site and forums but I don't see any comments or documentation on this subject.
But has the Memory Manager been removed from TGEA 1.8?
And if so, is there some other form of memory tracking in use for 1.8 now?
Thanks,
-Brandon
About the author
#2
01/21/2009 (10:53 am)
When i was little and programing in BASIC, if a line of code gave me an error i would just delete that line. Quite a bit of my early code never ran right and it was so frustrating! Of course i was 7 years old... (not saying my nieve early bug fixing technicis are at all simuler to the above subject, just made me reminiscent.)
#3
Oh well, maybe it'll make a come back in some fashion. I always valued it in my debug and testing builds.
-Brandon
01/21/2009 (10:59 am)
Ok, I remember seeing a lot of people having trouble with it and using STL for instance. I was always fond of the Memory Manager myself, thats why much to my surprise when I couldn't find it anymore.Oh well, maybe it'll make a come back in some fashion. I always valued it in my debug and testing builds.
-Brandon
#4
Hopefully compatible with STL (or maybe a TGE form of STL) and make sure it's compatible with Boost!
01/22/2009 (12:46 am)
I'm sure we'll see it again in a revamped form.Hopefully compatible with STL (or maybe a TGE form of STL) and make sure it's compatible with Boost!
Associate Alex Scarborough
The memory manager was removed because it hit the point where enabling it would cause large amounts of 1.8 to fail to compile, and it would be difficult/impossible to resolve all of those issues in a reasonable time frame.