Can I use a function to destroy leaks?

afisakov

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I am trying to fix a map with alot of leaked points so I made a function to save on the typing a little bit, but I want to make sure it actually works. Here is my code.

tp1 and tp2 are both "location" variables
Code:
function rl takes location tp returns nothing
call RemoveLocation (tp)
endfunction

excerpt of a function:
Code:
set tp1=GetUnitLoc(udg_unit03)
set tp2=GetRandomLocInRect(RectFromCenterSizeBJ(tp1,500.00,500.00))
call AddSpecialEffectLocBJ(tp2,"Objects\\Spawnmodels\\Naga\\NagaDeath\\NagaDeath.mdl")
call DestroyEffect(GetLastCreatedEffectBJ())
call rl(tp1)
call rl(tp1)

Will this remove the leaks properly or does function rl not remove tp1 leak?
 

PurgeandFire

zxcvmkgdfg
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509
Yes, it will remove the leak. Variables are just pointers, so when you pass the argument it is pointing to the same object to be removed.
 

afisakov

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thank you, I wanted to make sure the renaming to tp doesn't screw anything up.
btw, does this cause any problems with the region?
Code:
set tp2=GetRandomLocInRect(RectFromCenterSizeBJ(tp1,500.00,500.00))
hope I don't leak an entire region with this since it is in a loop
 

PurgeandFire

zxcvmkgdfg
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It creates a new region each time it is called so yes, it leaks. You need to assign it to a variable and then remove the rect if you are done using it.
 

afisakov

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Yes I am done using it, but I don't know the custom command for regions, can you please enlighten me?
also what should I type when I create the variable?
sorry, still new to jass
 

dracolich

TH.net Regular
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try to explain what do u want by words.
also, you have to null any local variables, regardless destroying attached handle to them.

Code:
function DestroyLocationFunction takes location loc returns nothing
call DestroyLocation(loc)
endfunction
 
local location l=blahblahblah, location, nvmnd
call DestroyLocationFunction(l)
you still lost some memory, cause local var l still have pointer to destroyed location. Once you will retrieve it later you could get fatal error or nothing.
so, always nullify vars after that:
Code:
local location l=blahblahblah, location, nvmnd
call DestroyLocationFunction(l)
set l=null
 

dracolich

TH.net Regular
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by the way, to get some random coordinates, use
set x=GetRandomReal(Lowest,Highest)
set y=GetRandomReal(Lowest,Highest)
of course, insert your own lowest/highest, where do u want to get a point
you could create a location by coordinates, or just keep use them on your own.
 

afisakov

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Thank you very much about the random coordinate advice, didn't think of that.

I am not sure I understand what you meant by this?
also, you have to null any local variables, regardless destroying attached handle to them.
Does
Code:
function DestroyLocationFunction takes location loc returns nothing
call DestroyLocation(loc)
endfunction
leak or not?

also about nulling the local variables, does that only apply to player and unit, or would local integers also have to be nulled?
 

dracolich

TH.net Regular
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u have to null any "handle" variable
"handle" means that its an object, not flat number. F.e., any unit have tens of properties, so its a handle - when you save unit to var, you save not him, but pointer in memory on his part.
maybe its shitty explain, but still.
so, any single variables with only one property (string, integer, real, boolean, but not boolexpr) or constant through the game (player) shouldnt be nulled.
if you wonder about bigger list, look at http://www.playdota.com/forums/showthread.php?t=334172&highlight=null

leak or not?
you should set variable to null in trigger function, as i did.

Code:
call DestroyLocationFunction(l)
set l=null
 

afisakov

You can change this now in User CP.
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u have to null any "handle" variable
"handle" means that its an object, not flat number. F.e., any unit have tens of properties, so its a handle - when you save unit to var, you save not him, but pointer in memory on his part.
maybe its shitty explain, but still.
so, any single variables with only one property (string, integer, real, boolean, but not boolexpr) or constant through the game (player) shouldnt be nulled.
if you wonder about bigger list, look at http://www.playdota.com/forums/showthread.php?t=334172&highlight=null


you should set variable to null in trigger function, as i did.

Code:
call DestroyLocationFunction(l)
set l=null

Thank you, though this means I will pretty much be ditching "rl". The whole reason I used it was as a way to eliminate leaks with less typing involved, if I have to run that function every time and set the variable to null it would be easier to just type out "call RemoveLocation(tp1)" every time.
guess my shortcut didn't pan out, but at least now I know, thank you!

Btw, If I have a function that goes
Code:
function rcount takes unit u returns integer
blah blah
endfunction
...
set dx=Pow(1.3,rcount(GetTriggerUnit()))
Would that be a significant leak?
and how should I fix it if it is?
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
Thank you, though this means I will pretty much be ditching "rl". The whole reason I used it was as a way to eliminate leaks with less typing involved, if I have to run that function every time and set the variable to null it would be easier to just type out "call RemoveLocation(tp1)" every time.
guess my shortcut didn't pan out, but at least now I know, thank you!
Even it does the trick, it isn't not recommend, because the efficiency will be lowered.
TESH does provide autocomplete, which does not require you to type out the function fully.

Would that be a significant leak?
and how should I fix it if it is?
Handles from event response don't leak unless you assign a variable to it.
 

tooltiperror

Super Moderator
Reaction score
231
>Handles from event response don't leak unless you assign a variable to it.
Example?
 
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