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3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
888 Chapter 19 Memory Management
if (leftHeader->Next == leftHeader)
{
// This block is the only free one remaining on the free list.
return;
}
// Remove the coalesced block from the free list. This
// makes the current block appear to be used, which sets
// up for coalescing with the right block and/or for
// adding the coalesced block back to the free list.
header = leftHeader;
header->Next->Prev = header->Prev;
header->Prev->Next = header->Next;
}
// Check if the right memory-adjacent neighbor is free.
// If so, coalesce the two blocks.
HeaderBlock* rightHeader = header + header->Size;
if (rightHeader->Used == false)
{
FooterBlock* rightFooter = rightHeader +
rightHeader->Size - m_fsize;
header->Size += rightHeader->Size;
rightFooter->Size = header->Size;
header->Prev ...
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Publisher Resources

ISBN: 9781482267303