## Thoroughly deleting an object

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Gunroar:Cannon()
Party member
Posts: 223
Joined: Thu Dec 10, 2020 1:57 am

### Thoroughly deleting an object

I want to delete a map object that holds a bunch of entities and I have an idea but it still leaves the map object floating around with a few mb after I destroy it and the framerate goes down a little too.
1.Please just check it over if this is ok and notify if you see any possible problem( I use hump's gamestate (https://github.com/vrld/hump/blob/master/gamestate.lua)so do I need to do anything specialwith that)
2.Is there anyway to check whether an object is still referenced and where?.
Here's the destroy function( I destroy objects so space will be freed in the object pool for that object):

Code: Select all

--GS = hump.gamestate btw

function Map:destroy(destroyPeer)
self.isOld = true

--destroying entities to free up space in
--object pools
local ents = lume.copy(self.entities)
for x, i in pairs(ents) do
if i ~= game.player then
i:destroy()
end
end

local bulls = lume.copy(self.bullets)
for x, i in pairs(bulls) do
i:destroy()
end

self.entites = {}
self.bullets = {}

--destroying tiles
self.allTiles = {}
self.tiles = {}
self.grid = {}

GS.stacks = {}--??

game.map = nil
game.currentMap = nil
self.active = false
self:unpause()
self.player.map = nil
game.player = nil
self.player = {}

lume.clear(self)
end


me: I don't always code but when I do it's done flawlessly.
also me:

Code: Select all

 function Gunroar:Cannon()
for x, enemy in ipairs(self.allEnemies) do
self:Cannon(enemy)
end
end

Code: Select all

Lua Error: [file Gunroar.lua]:18: C stack overflow

Gunroar:Cannon()
Party member
Posts: 223
Joined: Thu Dec 10, 2020 1:57 am

### Re: Thoroughly deleting an object

I also use bump.lua for entities and all tiles.
me: I don't always code but when I do it's done flawlessly.
also me:

Code: Select all

 function Gunroar:Cannon()
for x, enemy in ipairs(self.allEnemies) do
self:Cannon(enemy)
end
end

Code: Select all

Lua Error: [file Gunroar.lua]:18: C stack overflow

4vZEROv
Party member
Posts: 117
Joined: Wed Jan 02, 2019 8:44 pm

### Re: Thoroughly deleting an object

A table will only be garbage collected if there is no reference of it anywhere is the program. (not counting weak tables)
So a reference to your map is still somewhere in your code and keep it alive.

It's probably inside your bump.lua code, I believe you initialize the bump tables with some references if I remember correctly.
dusoft
Party member
Posts: 127
Joined: Fri Nov 08, 2013 12:07 am

### Re: Thoroughly deleting an object

See: https://www.lua.org/pil/17.html
call: collectgarbage()
Gunroar:Cannon()
Party member
Posts: 223
Joined: Thu Dec 10, 2020 1:57 am

### Re: Thoroughly deleting an object

Ah, I found it. Hump gamestate had a local called stacks so it couldn't be accessed and the class couldn't be deleted. I accessed it by making it part of the Gamestate class. thnx.
me: I don't always code but when I do it's done flawlessly.
also me:

Code: Select all

 function Gunroar:Cannon()
for x, enemy in ipairs(self.allEnemies) do
self:Cannon(enemy)
end
end

Code: Select all

Lua Error: [file Gunroar.lua]:18: C stack overflow

Gunroar:Cannon()
Party member
Posts: 223
Joined: Thu Dec 10, 2020 1:57 am

### Re: Thoroughly deleting an object

I made this function to find any references to an object (which I still had due to some accidentally global declared tables) so you can flush it out, and that really fixed it for me https://love2d.org/forums/viewtopic.ph ... 3d7354eba0
me: I don't always code but when I do it's done flawlessly.
also me:

Code: Select all

 function Gunroar:Cannon()
for x, enemy in ipairs(self.allEnemies) do
self:Cannon(enemy)
end
end

Code: Select all

Lua Error: [file Gunroar.lua]:18: C stack overflow


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