irrklang::IRefCounted Class Reference

Base class of most objects of the irrKlang. More...

#include <ik_IRefCounted.h>

Inheritance diagram for irrklang::IRefCounted:
irrklang::IAudioRecorder irrklang::IAudioStream irrklang::IAudioStreamLoader irrklang::ICapturedAudioDataReceiver irrklang::IFileFactory irrklang::IFileReader irrklang::ISoundDeviceList irrklang::ISoundEngine

List of all members.

Public Member Functions

 IRefCounted ()
 Constructor.
virtual ~IRefCounted ()
 Destructor.
void grab ()
bool drop ()

Detailed Description

Base class of most objects of the irrKlang.

This class provides reference counting through the methods grab() and drop(). It also is able to store a debug string for every instance of an object. Most objects of irrKlang are derived from IRefCounted, and so they are reference counted.

When you receive an object in irrKlang (for example an ISound using play2D() or play3D()), and you no longer need the object, you have to call drop(). This will destroy the object, if grab() was not called in another part of you program, because this part still needs the object. Note, that you only don't need to call drop() for all objects you receive, it will be explicitely noted in the documentation.

A simple example:

If you want to play a sound, you may want to call the method ISoundEngine::play2D. You call ISound* mysound = engine->play2D("foobar.mp3", false, false true); If you no longer need the sound interface, call mysound->drop(). The sound may still play on after this because the engine still has a reference to that sound, but you can be sure that it's memory will be released as soon the sound is no longer used.

If you want to add a sound source, you may want to call a method ISoundEngine::addSoundSourceFromFile. You do this like ISoundSource* mysource = engine->addSoundSourceFromFile("example.jpg"); You will not have to drop the pointer to the source, because sound sources are managed by the engine (it will live as long as the sound engine) and the documentation says so.


Constructor & Destructor Documentation

irrklang::IRefCounted::IRefCounted (  )  [inline]

Constructor.

virtual irrklang::IRefCounted::~IRefCounted (  )  [inline, virtual]

Destructor.


Member Function Documentation

bool irrklang::IRefCounted::drop (  )  [inline]

When you receive an object in irrKlang (for example an ISound using play2D() or play3D()), and you no longer need the object, you have to call drop(). This will destroy the object, if grab() was not called in another part of you program, because this part still needs the object. Note, that you only don't need to call drop() for all objects you receive, it will be explicitely noted in the documentation.

A simple example:

If you want to play a sound, you may want to call the method ISoundEngine::play2D. You call ISound* mysound = engine->play2D("foobar.mp3", false, false true); If you no longer need the sound interface, call mysound->drop(). The sound may still play on after this because the engine still has a reference to that sound, but you can be sure that it's memory will be released as soon the sound is no longer used.

void irrklang::IRefCounted::grab (  )  [inline]

Grabs the object. Increments the reference counter by one. Someone who calls grab() to an object, should later also call drop() to it. If an object never gets as much drop() as grab() calls, it will never be destroyed. The IRefCounted class provides a basic reference counting mechanism with its methods grab() and drop(). Most objects of irrklang are derived from IRefCounted, and so they are reference counted.

When you receive an object in irrKlang (for example an ISound using play2D() or play3D()), and you no longer need the object, you have to call drop(). This will destroy the object, if grab() was not called in another part of you program, because this part still needs the object. Note, that you only don't need to call drop() for all objects you receive, it will be explicitely noted in the documentation.

A simple example:

If you want to play a sound, you may want to call the method ISoundEngine::play2D. You call ISound* mysound = engine->play2D("foobar.mp3", false, false true); If you no longer need the sound interface, call mysound->drop(). The sound may still play on after this because the engine still has a reference to that sound, but you can be sure that it's memory will be released as soon the sound is no longer used.


The documentation for this class was generated from the following file:
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irrKlang Audio Library
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