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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
19.3 General Memory Management Concepts 893
// Remove a block from the free list.
HeaderBlock* header = freeList.RemoveFront();
header->Used = true;
// Subdivide the blocks until you find one of the
// minimal size to satisfy the request.
while (k > kmin)
{
// The block needs to be split.
k=k-1;
HeaderBlock* buddy = header + pow(2,k);
buddy->Used = false;
buddy->Size = k;
// The list m_freeList[k] is empty to have gotten
// here. Add buddy to this list (easy).
m_freeList[k] = buddy;
buddy->Prev = buddy;
buddy->Next = buddy;
}
// At this point we know k == kmin.
char* allocated = header + m_hsize;
return allocated;
}
Memory deallocation is described by the following pseudocode. Attempts are
made to coalesce buddies.
void MemoryManager::Deallocate (char* toDeallocate) ...
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Publisher Resources

ISBN: 9781482267303