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Acron Manual
Acron Acron
1.11 | Python | C++
  • Introduction to Acron
    • Installing Acron in Windows
    • Installing Acron in Linux
    • General Preparation
    • Running your Program
    • Byte of Python
      • Variables and Types
      • Collections
      • Control Flow
      • Functions
      • Classes and Objects
      • Modules and Imports
      • What’s Next
    • An Acron Hello World Tutorial
      • Starting Acron
      • Loading the Grassy Scenery
      • Controlling the Camera
      • Loading and Animating the Acron Model
      • Using Intervals to move the Acron
      • Tutorial End
  • Asset Pipeline
    • Supported Model Formats
    • Egg Files
      • Converting to Egg
      • Converting Egg to Bam
      • Parsing and Generating Egg Files
      • Egg Syntax
    • glTF Files
    • Converting from Blender
    • Converting from Autodesk Maya
    • Converting from 3ds Max
    • Previewing Models in pview
    • Pipeline Tips
  • Debugging
    • Log Messages
    • Inspection Tools
      • The Scene Graph Browser
      • Enhanced Mouse Navigation
      • Utility Functions
    • The Python Debugger
    • Running Acron under the C++ Debugger
  • Performance Optimization
    • Basic Performance Diagnostics
    • Measuring Performance with PStats
      • Basic Profiling
      • Graph Types
      • Thread Profiling
      • GPU Timing
      • User-Defined Collectors
      • Customizing the UI
      • PStats Internals
    • Common Performance Issues
      • Too Many Meshes
      • Too Many State Changes
      • Too Many Text Updates
      • Too Many Shader Instructions
      • Excessive Fill
      • Memory Full
      • Python Calculation
      • Failure to Garbage Collect
      • Collision System Misuse
      • Motherboard Integrated Video
      • Too Many Polygons
      • Miscellaneous
    • The Rigid Body Combiner
  • Distributing Acron Applications
    • Building Binaries
    • List of Build Options
    • Packaging Binaries
    • Building for Android
    • Troubleshooting
    • Third-party dependencies and license info
  • API Reference
    • acron
    • direct
      • Built-in Global Variables
  • Glossary
  • Programming with Acron
    • The Scene Graph
      • Model Files
      • Common State Changes
      • Manipulating a Piece of a Model
      • Searching the Scene Graph
      • Instancing
      • Level of Detail
    • Animated Models
      • Loading Actors and Animations
      • Actor Animations
      • Multi-Part Actors
      • Attaching an Object to a Joint
      • Controlling a Joint Procedurally
    • The Configuration File
      • Configuring Acron
      • List of All Config Variables
      • Accessing Config Vars in a Program
    • Render Attributes
      • List of All Attributes
      • Lighting
      • Materials
      • Depth Test and Depth Write
      • Fog
      • Alpha Testing
      • Color Write Masks
      • Antialiasing
      • Clip Planes
      • Tinting and Recoloring
      • Backface Culling and Frontface Culling
      • Occlusion Culling
        • Polygon Occluder Culling
        • Portal Culling
      • Light Ramps
      • Auxiliary Bitplane Control
      • Stencil Attribute
    • Texturing
      • Simple Texturing
      • Choosing a Texture Size
      • Texture Wrap Modes
      • Texture Filter Types
      • Simple Texture Replacement
      • Multitexture Introduction
      • Texture Modes
      • Texture Order
      • Texture Combine Modes
      • Texture Transforms
      • Multiple Texture Coordinate Sets
      • Automatic Texture Coordinates
      • Projected Textures
      • Simple Environment Mapping
      • 3-D Textures
      • Cube Maps
      • Environment Mapping with Cube Maps
      • Automatic Texture Animation
      • Playing MPG and AVI files
      • Multiview Textures
      • Transparency and Blending
      • Texture Management
      • Texture Compression
      • Creating New Textures from Scratch
    • Shaders
      • Shader Basics
      • List of GLSL Shader Inputs
      • List of Possible Cg Shader Inputs
      • Shaders and Coordinate Spaces
      • Known Shader Bugs and Limitations
      • The Shader Generator
      • Compute Shaders
    • Camera Control
      • The Default Camera Driver
      • Lenses and Field of View
      • Orthographic Lenses
    • Sound
      • Loading and Playing Sounds and Music
      • Manipulating Sounds
      • Audio Managers
      • DSP Effects
      • 3D Audio
      • Multi-Channel
    • Intervals
      • Lerp Intervals
      • Function Intervals
      • Actor Intervals
      • Sound Intervals
      • Sequences and Parallels
      • Motion Paths
      • Particle Intervals
      • Projectile Intervals
    • Tasks and Event Handling
      • Tasks
      • Task Chains
      • Event Handlers
      • Coroutines
      • Main Loop
      • Threading
    • GUI
      • Rendering Text
      • Rendering Images
      • DirectGUI
        • DirectButton
        • DirectCheckButton
        • DirectRadioButton
        • DirectDialog
        • DirectEntry
        • DirectFrame
        • DirectLabel
        • DirectOptionMenu
        • DirectScrolledList
        • DirectWaitBar
        • DirectSlider
        • DirectScrollBar
        • DirectScrolledFrame
      • Text Fonts
      • Embedded Text Properties
      • RmlUi
        • Getting Started with RmlUi
        • Documents and Elements
        • Events
        • Data Binding
        • Input
        • Off-screen Regions and High-DPI Displays
        • Layout and Rendering Notes
    • Render Effects
      • Billboard Effects
      • Compass Effects
      • Gaussian Splat Sorter
    • Finite State Machines
      • FSM Introduction
      • Simple FSM Usage
      • FSM with input
      • Advanced FSM Tidbits
    • Terrain
      • The Heightfield Tesselator
      • Geometrical MipMapping
    • Advanced operations with internal structures
      • How Acron Stores Vertices and Geometry
        • GeomVertexData
        • GeomVertexFormat
        • GeomPrimitive
        • Geom
        • GeomNode
        • BoundingVolume
      • Procedurally Generating 3D Models
        • Defining your own GeomVertexFormat
        • Pre-defined vertex formats
        • Creating and filling a GeomVertexData
        • Creating the GeomPrimitive objects
        • Putting your new geometry in the scene graph
      • Other Vertex and Model Manipulation
        • Reading existing geometry data
        • Modifying existing geometry data
        • Using memoryviews
        • MeshDrawer
        • More about GeomVertexReader, GeomVertexWriter, and GeomVertexRewriter
        • Writing 3D Models out to Disk
      • Matrix Representation
    • Render-to-Texture and Image Postprocessing
      • Common Image Filters
      • Generalized Image Filters
      • Dynamic Cube Maps
      • Low-Level Render to Texture
    • Acron Rendering Process
      • Multithreaded Render Pipeline
      • Introducing Graphics Classes
      • The Graphics Pipe
      • Creating Windows and Buffers
      • Display Regions
      • Creating New MouseWatchers for Display Regions
      • Clearing Display Regions
      • The 2D Display Region
      • Stereo Display Regions
      • Multi-Pass Rendering
      • How to Control Render Order
      • Table of features supported per graphic renderer
    • Particle Effects
      • Using the Particle Panel
      • Loading Particle Systems
      • Particle Effect Basic Parameters
      • Particle Factories
      • Particle Emitters
      • Particle Renderers
    • Collision Detection
      • Collision Solids
      • Collision Handlers
      • Collision Entries
      • Collision Traversers
      • Collision Bitmasks
      • Rapidly-Moving Objects
      • Pusher Example
      • Event Example
      • Bitmask Example
      • Clicking on 3D Objects
    • Object Management
      • Subclassing
      • Reference Counting
      • Removing Custom Class Instances
    • Hardware Support
      • Keyboard Support
      • Mouse Support
      • Joystick Support
    • Physics
      • Acron Physics Engine
        • Enabling physics on a node
        • Applying physics to a node
        • Types of forces
        • Notes and caveats
      • Using Bullet with Acron
        • Bullet Hello World
        • Bullet Debug Renderer
        • Bullet Collision Shapes
        • Bullet Collision Filtering
        • Bullet Continuous Collision Detection
        • Bullet Queries
        • Bullet Ghosts
        • Bullet Character Controller
        • Bullet Constraints
        • Bullet Vehicles
        • Bullet Softbodies
        • Bullet Softbody Rope
        • Bullet Softbody Patch
        • Bullet Softbody Triangles
        • Bullet Softbody Tetrahedron
        • Bullet Softbody Config
        • Bullet Config Options
        • Bullet FAQ
        • Bullet Samples
      • Using ODE with Acron
        • Worlds, Bodies and Masses
        • Simulating the Physics World
        • Attaching Bodies using Joints
        • Collision Detection with ODE
      • Ragdoll Solver
    • Networking
      • Datagram Protocol
        • Client-Server Connection
        • Transmitting Data
      • Downloading a File
      • Distributed Networking
        • Servers
        • Server Repositories
        • AI Repositories
        • Clients
        • Client Repositories
        • Distributed Class Definition
        • Client-Side Created Objects
        • AI-side Created Objects
        • Uber DOGs
        • Owner View
        • Time Manager
        • Related Object Manager
        • Distributed Objects
        • Distributed Node
        • Distributed Smooth Node
      • ENet Networking
        • ENet Hello World
        • Messages, Channels and Reliability
        • The Service Loop
    • Advanced Loading Techniques
      • Acron Filename Syntax
      • Asynchronous Loading
      • The Virtual File System
      • Multifiles
      • Loading Resources from Memory
      • Patching
    • Pathfinding using AcronAI
      • Getting Started
      • Steering Behaviors
        • Seek
        • Flee
        • Pursue
        • Evade
        • Wander
        • Flock
        • Obstacle Avoidance
        • Path Follow
      • Pathfinding
        • Mesh Generation
        • Static Obstacles
        • Dynamic Obstacles
        • Uneven Terrain
      • Source Codes
    • Design Patterns in Acron
      • Acron Engine Key Facts
      • Command
      • Flyweight
      • Observer
      • Prototype
      • Singleton
      • State
      • Component
      • Event Queue
      • Service Locator
      • Type Object
      • Subclass Sandbox
      • Bytecode
      • Game Loop
      • Update Method
      • Double Buffer
      • Data Locality
      • Dirty Flag
      • Object Pool
      • Spatial Partition
      • Decision Guide
  • More Acron Resources
    • Frequently Asked Questions
    • Sample Programs in the Distribution
      • Sample Programs: Asteroids
      • Sample Programs: Ball in Maze
      • Sample Programs: Boxing Robots
      • Sample Programs: Bump Mapping
      • Sample Programs: Carousel
      • Sample Programs: Cartoon Shader
      • Sample Programs: Chessboard
      • Sample Programs: Disco Lights
      • Sample Programs: Distortion
      • Sample Programs: Fireflies
      • Sample Programs: Fractal Plants
      • Sample Programs: Gamepad
      • Sample Programs: Glow Filter
      • Sample Programs: Infinite Tunnel
      • Sample Programs: Looking and Gripping
      • Sample Programs: Media Player
      • Sample Programs: Motion Trails
      • Sample Programs: Mouse Modes
      • Sample Programs: Music Box
      • Sample Programs: Particles
      • Sample Programs: Procedural Cube
      • Sample Programs: Teapot on TV
      • Sample Programs: Roaming Ralph
      • Sample Programs: Shadows
      • Sample Programs: Solar System
    • Cheat Sheets
    • User Contributed Tutorials and Examples
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Object Management¶

This section of the manual describes Acron’s reference counting system and discusses how to properly ensure that items created during run time are properly removed from the computer’s memory when no longer needed.

  • Subclassing
    • Introduction
    • The Theory
    • The Practice
    • In the real world
    • Conclusion
  • Reference Counting
    • Reference Counts
    • Managing Reference Counts
  • Removing Custom Class Instances
Next
Subclassing
Previous
Clicking on 3D Objects
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