freeing result of CurrentStatetoobject

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On 28/06/2005 at 05:40, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   9.1 
Platform:   Windows  ;   
Language(s) :     C++  ;

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Hi,

I have a comprehension question. before R9 when calling MCOMMAND_CURRENTSTATETOOBJECT of ModelingCommanData it returned a baseobject as result. Now it returns an AtomArray.

Ok, I can get the baseobjects out of it, but what´s the procedure for freeing the result now? Should I free the AtomArray or do I need to free all objects the AtomArray holds? When freeing the AtomArray does it automatically free the objects it holds?

Thank you

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 28/06/2005 at 06:27, xxxxxxxx wrote:

An easy test is to try and see what leaks you get 🙂 AFAIK, yes you should free the atom array and no the atom array does not free the objects, the atom array is just a list of pointers. HTH.

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 28/06/2005 at 06:57, xxxxxxxx wrote:

Hi Dave,

🙂 I see (I thought I had leaks from this, but it seems another plugin brought up those). I found that the ModelingCommandData struct does free the AtomArray already on destruction. Doesn´t this make freeing the AtomArray obsolete? I don´t seem to get any leaks when not doing so (I only free the object that I use from the atom array), but I would like to be sure that I am on the safe side. 🙂

Thank you!

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On 28/06/2005 at 09:43, xxxxxxxx wrote:

So it does, never noticed the destructor in operatingsystem 🙂

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 28/06/2005 at 09:47, xxxxxxxx wrote:

🙂 thank you